GGST/Sol Badguy/Combos: Difference between revisions

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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
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| | || || ||  || || [1] {{clr|1|Very Easy}} ||
| | 236P, dash 5K(2) > 236K || Anywhere || 78 ||  || Everyone || [1] {{clr|1|Very Easy}} || Gun Flame needs to hit point-blank with dashing momentum.
|-  
|-  
| | || || ||  || || [2] {{clr|2|Easy}} ||
| | 236P, 214[S], c.5S > CL 623H, dash 6H || Anywhere || 136 ||  || Everyone || [3] {{clr|3|Medium}} || Long range Gun Flame combo.
|-  
|-  
| | || || ||  || || [3] {{clr|3|Medium}} ||
| | 236K > 22RRC, dash 5[D], dash c.5S > CL 623H, 6H || Anywhere || 207 ||  || Everyone || [3] {{clr|3|Medium}} || Bandit Revolver canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
|-  
|-  
| |  ||  ||  ||  ||  || [4] {{clr|4|Hard}} ||
| | 236K > 22RRC, dash 5[D], c.5S > jc > j.H, j.D, 6P > CL 623H, 6S || Corner || 241 ||  || Everyone || [3] {{clr|3|Medium}} ||
|-
| | 623K > FPRC, 6H  || Anywhere || 140 ||  || Everyone || [2] {{clr|2|Easy}} || Wild Throw canceled into a fast Purple Roman Cancel. Requires 50% tension.
|-
| | 214K, 6H || Anywhere || 91 ||  || Everyone || [1] {{clr|1|Very Easy}} || Basic Bandit Bringer confirm.
|-
| | 214K > 22RRC, dash c.5S > CL 623H, dash 6H || Anywhere || 160 ||  || Everyone || [3] {{clr|3|Medium}} || Bandit Bringer combo canceled into a Red Roman Cancel shifted downward.
|-
| | 214K > 5RRC, 5[D], c.5S > jc > j.H, j.D > CL j.623H, 6S || Corner || 219 ||  || Everyone || [3] {{clr|3|Medium}} || Bandit Bringer combo canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, jump cancel c.5S into j.H. Use j.D after j.H's recovery ends and time Volcanic Viper so that it clean hits. Requires 50% tension.
|-
| | 214S, c.5S > CL 623H, dash 6H || Anywhere || 190 ||  || Everyone || [2] {{clr|2|Easy}} || Basic Night Raid Vortex confirm.
|-
| | 214S, c.5S > CL 623H > 22RRC, dash c.5S > CL 623H, dash 6H || Anywhere || 225 ||  || Everyone || [3] {{clr|3|Medium}} || Night Raid Vortex combo canceled into a Red Roman Cancel shifted downward.
|-
| | 214S, 5K > 6S > 236P, dash 6P > CL 623H, 6S || Anywhere || 214 ||  || Everyone || [3] {{clr|3|Medium}} || Must do 6P with dash momentum, then time Volcanic Viper so that it clean hits.
|-  
|-  
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
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|}
|}



Revision as of 04:02, 16 May 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
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
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

Combo List

  • All damage values were tested against Ky.
  • 6H enders can be removed for less damage but better oki.
  • CL means Clean Hit.
5P/2P/6P Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 5P > 5P > 5P > 6H Anywhere 86 Everyone [1] Very Easy 5P and 2P can be used interchangeably, though 5P has better damage. Can be done up to 4 times if Sol has sliding momentum at point-blank range.
AA 5P > 6S > 236K(1), 5K > 6S > 236K Anywhere 124 Everyone [3] Medium Bandit Revolver will fail to whiff the second hit if the opponent wasn't high enough when 5P hit. Still works if only the second hit of 5K connects.
6P > 623S Anywhere 67 Everyone [1] Very Easy 6P must connect at close range.
6P > 44RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 184 Everyone [4] Hard 6P canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > 6S > 236K Anywhere 111 Everyone [1] Very Easy Basic confirm. Still works if only the second hit of 5K connects.
5K (or 2K) > 2D > CL 623H, dash 6H Anywhere 187 (144) Everyone [2] Easy 5K needs to hit at point-blank with dashing momentum. Can start with 2K for less damage in exhange for hitting low.
5K > 2D > CL 623H > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 245 Everyone [2] Easy 5K needs to hit at point-blank with dashing momentum.
AA 5K > sjc > j.S > adc > j.S > j.H, c.5S > dc, c.5S > CL 623H, dash 6H Anywhere 204 (193) Everyone [4] Hard Still works if only the second hit of 5K connects.
5K > 6S > 236K > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 207 Everyone [3] Medium 5K combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
5K > 6S > 236K > 22RRC, dash 5[D], c.5S > dc, c.5S > CL 623H, 6S Corner 237 Everyone [4] Hard 5K combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.5S, then dash cancel into another c.5S so that Volcanic Viper clean hits. Requires 50% tension.
c.5S/f.5S/2S/6S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.5S > delay f.5S, 5K(2) > 6S > 236K Anywhere 150 Everyone [2] Easy f.5S will knock the opponent away if not delayed.
c.5S > 2D > CL 623H, dash 6H Anywhere 208 Everyone [2] Easy c.5S needs to hit point-blank with dashing momentum.
c.5S > 2S > 2H > 236K(1), 5K(1) > CL 623H, dash 6H Anywhere 197 Everyone [3] Medium c.5S needs to hit point-blank with dashing momentum. Must hit only with the first hit of 5K, otherwise Volcanic Viper won't clean hit.
c.5S > delay f.5S > 5H > 236K > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 219 Everyone [3] Medium 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
c.5S > 5H, dash 5K > jc > j.K > adc > j.K > j.D > CL j.236H, 6S Corner 253 Everyone [3] Medium Volcanic Viper must be delayed after j.D so that it clean hits.
f.5S, 5K > 6S > 236K Anywhere 140 (128) Everyone [2] Easy Basic link into 5K. Still works if only the second hit of 5K connects.
f.5S > 5H > 236K > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 218 Everyone [3] Medium f.5S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
CH f.5S, dash c.5S > delay f.5S, 5K(2) > 6S > 236K Anywhere 164 Everyone [3] Medium Dash after counter hit f.5S to link into either c.5S.
f.5S > 5H > 236K > 22RRC, dash 5[D], c.5S > dc, c.5S > 6P > CL 623H, 6S Corner 244 Everyone [4] Hard f.5S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.5S, then dash cancel into another c.5S so that Volcanic Viper clean hits. Requires 50% tension.
CH f.5S, dash c.5S > 5H, dash 5K > 236P, 5K(1) > 6P > 623H, 6S Corner 231 Everyone [3] Medium Dash after counter hit f.5S to link into c.5S. 5K must reach full dash speed so that Sol slides during Gun Flame.
2S > 5H > 236K Anywhere 103 Everyone [1] Very Easy Basic confirm.
2S > 5H > 236K > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 199 Everyone [3] Medium 2S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
2S > 5H > 236K > 22RRC, dash 5[D], c.5S > dc, c.5S > 6P > CL 623H, 6S Corner 244 Everyone [4] Hard 2S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.5S, then dash cancel into another c.5S so that Volcanic Viper clean hits. Requires 50% tension.
6S > 236K Anywhere 89 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
6S > 236K > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 207 Everyone [3] Medium 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
CH 6S > 236P, 214[S], c.5S > CL 236H, dash 6H Anywhere 178 Everyone [3] Medium The amount of charge needed for Night Raid Vortex varies depending on Sol's spacing.
6S > 236K > 22RRC, dash 5[D], c.5S > jc > j.H, j.D, CL 623H, 6S Corner 241 Everyone [4] Hard 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, jump cancel c.5S into j.H. Use j.D after j.H's recovery ends and time Volcanic Viper so that it clean hits. Requires 50% tension.
CH 6S > 236P, 214[S], c.5S > 6P > CL 236H, 6S Corner 209 Everyone [3] Medium Counter hit 6S corner route. Works from max range.
CH 6S, dash 5K > jc > j.K > j.D > adc > j.K > j.D > 623H, 6S Corner 244 Everyone [3] Medium Counter hit 6S corner route. Needs to connect at close range.
5H/2H/6H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5H > 236K Anywhere 90 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
5H > 236K > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 220 Everyone [3] Medium 5H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
CH 5H > 214K, 6H Anywhere 144 Everyone [1] Very Easy Basic counter hit 2H combo that works at max range.
CH 5H, f.5S, 5K(2) > 6S > 236K Anywhere 163 Everyone [2] Easy 5H needs to hit point-blank with dashing momentum. Still works if only the second hit of 5K connects.
2H > 236K Anywhere 84 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
2H > 236K > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 216 Everyone [3] Medium 2H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
AA 2H > 236P, 214[S], c.5S > CL 623H, dash 6H Anywhere 182 Everyone [3] Medium Will drop if the opponent wasn't high enough when they got anti-aired.
CH 2H > 214K, 6H Anywhere 137 Everyone [1] Very Easy Basic counter hit 2H combo that works at max range.
CH 2H > 236P, dash 5K > 6S > 214K, 6H Anywhere 176 Everyone [3] Medium 2H needs to hit point-blank with dashing momentum. Still works if only the second hit of 5K connects.
2H > 236P, dash 5K > 6P, 5K > 6S > 236P, 41236H Corner 208 Everyone [3] Medium 5K must reach full dash speed so that Sol slides during Gun Flame.
CH 2H > 236P, dash c.5S > jc > j.H, j.D > CL j.623H, 6S Corner 242 Everyone [3] Medium Dash immediately after Gun Flame and use c.5S.
6H > FPRC, 6H Anywhere 112 Everyone [2] Easy 6H canceled into a fast Purple Roman Cancel. Requires 50% tension.
CH 6H, dash 5K > 6S > 214K, 6H Anywhere 199 Everyone [2] Easy 6P must connect at close range. Still works if only the second hit of 5K connects.
CH 6H, 6S > 66RRC, dash c.5S > jc > j.S > CL j.623H, dash 6H Anywhere 223 Everyone [3] Medium Counter hit 6H combo canceled into a Red Roman Cancel shifted forwards. Dash and use c.5S, then jump cancel forward and use j.S. Requires 50% tension.
CH 6H, dash 5K > 6S > 236P, dash 5K > 6P > CL 623H, 6S Corner 251 Everyone [3] Medium 6H must hit at close range.
5D/2D Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
2D, 6H Anywhere 83 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
2D > CL 623H, dash 6H Anywhere 178 Everyone [2] Easy 2D needs to hit at point-blank.
2D > 623H(or S) > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere (250) 186 Everyone [3] Medium 2D combo canceled into a Red Roman Cancel shifted downwards. 2D needs to hit at point-blank range in order to use H Volcanic Viper. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
CH 2D, 5K > 6S > 214K, 6H Anywhere 160 Everyone [2] Easy The link into 5K won't work if the first hit whiffs.
5D > 44RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 139 Everyone [4] Hard 6P canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
[5D] > jc > j.D > jc > j.D > j.S > j.D > j.S > jc > j.DD Anywhere 225 Everyone [2] Easy Charged 5D combo.
j.P/j.K/j.S/j.H/j.D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Special Move Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
236P, dash 5K(2) > 236K Anywhere 78 Everyone [1] Very Easy Gun Flame needs to hit point-blank with dashing momentum.
236P, 214[S], c.5S > CL 623H, dash 6H Anywhere 136 Everyone [3] Medium Long range Gun Flame combo.
236K > 22RRC, dash 5[D], dash c.5S > CL 623H, 6H Anywhere 207 Everyone [3] Medium Bandit Revolver canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
236K > 22RRC, dash 5[D], c.5S > jc > j.H, j.D, 6P > CL 623H, 6S Corner 241 Everyone [3] Medium
623K > FPRC, 6H Anywhere 140 Everyone [2] Easy Wild Throw canceled into a fast Purple Roman Cancel. Requires 50% tension.
214K, 6H Anywhere 91 Everyone [1] Very Easy Basic Bandit Bringer confirm.
214K > 22RRC, dash c.5S > CL 623H, dash 6H Anywhere 160 Everyone [3] Medium Bandit Bringer combo canceled into a Red Roman Cancel shifted downward.
214K > 5RRC, 5[D], c.5S > jc > j.H, j.D > CL j.623H, 6S Corner 219 Everyone [3] Medium Bandit Bringer combo canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, jump cancel c.5S into j.H. Use j.D after j.H's recovery ends and time Volcanic Viper so that it clean hits. Requires 50% tension.
214S, c.5S > CL 623H, dash 6H Anywhere 190 Everyone [2] Easy Basic Night Raid Vortex confirm.
214S, c.5S > CL 623H > 22RRC, dash c.5S > CL 623H, dash 6H Anywhere 225 Everyone [3] Medium Night Raid Vortex combo canceled into a Red Roman Cancel shifted downward.
214S, 5K > 6S > 236P, dash 6P > CL 623H, 6S Anywhere 214 Everyone [3] Medium Must do 6P with dash momentum, then time Volcanic Viper so that it clean hits.
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard