GGST/Sol Badguy/Combos: Difference between revisions

From Dustloop Wiki
m (→‎Combo List: yes, this is a valid combo, but it's honestly too simple to be worth noting. generally we use the combo page to describe things that are more complex than mashing a button)
Line 147: Line 147:
| | AA {{clr|4|2H}} > {{clr|1|236P}}, {{clr|4|5H}}, 66{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 235 || 32 || Everyone || [3] {{clr|3|Medium}} || Dash after the {{clr|4|5H}} wall bounce and use {{clr|2|5K}}.
| | AA {{clr|4|2H}} > {{clr|1|236P}}, {{clr|4|5H}}, 66{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 235 || 32 || Everyone || [3] {{clr|3|Medium}} || Dash after the {{clr|4|5H}} wall bounce and use {{clr|2|5K}}.
|-  
|-  
| | CH {{clr|4|2H}} > {{clr|1|214P}}, {{clr|3|214S}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 205 || 31 || Everyone || [4] {{clr|4|Hard}} || As soon as {{clr|4|2H}} connects, cancel into {{clr|1|Gun Flame Feint}}. As soon as that move ends, do Night Raid Vortex.
| | CH {{clr|4|2H}} > {{clr|1|214P}}, {{clr|3|214S}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 205 || 31 || Everyone || [4] {{clr|4|Hard}} || As soon as {{clr|4|2H}} connects, cancel into {{clr|1|Gun Flame Feint}}. As soon as that move ends, do {{clr|3|Night Raid Vortex}}.
|-  
|-  
| | CH {{clr|4|2H}} > {{clr|1|214P}}, {{clr|2|5K}} > {{clr|3|6S}} > {{clr|2|236K}}, {{clr|2|5K}} > {{clr|1|6P}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 270 || 41 || Everyone || [3] {{clr|3|Medium}} || As soon as {{clr|4|2H}} connects, cancel into {{clr|1|Gun Flame Feint}}. As soon as that move ends, do {{clr|2|5K}}. Time {{clr|2|Bandit Revolver}} after {{clr|3|6S}} so that the opponent is as high as possible before it connects. The moment Sol lands, press {{clr|2|5K}}.
| | CH {{clr|4|2H}} > {{clr|1|214P}}, {{clr|2|5K}} > {{clr|3|6S}} > {{clr|2|236K}}, {{clr|2|5K}} > {{clr|1|6P}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 270 || 41 || Everyone || [3] {{clr|3|Medium}} || As soon as {{clr|4|2H}} connects, cancel into {{clr|1|Gun Flame Feint}}. As soon as that move ends, do {{clr|2|5K}}. Time {{clr|2|Bandit Revolver}} after {{clr|3|6S}} so that the opponent is as high as possible before it connects. The moment Sol lands, press {{clr|2|5K}}.
Line 228: Line 228:
| | CH {{clr|3|214S}}, 66{{clr|3|c.S}} > {{clr|5|5[D]}}, {{clr|2|5K}} > dc, {{clr|2|5K}} > {{clr|3|6S}}~CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 213 || 30 || Everyone || [4] {{clr|4|Hard}} || Counter hit {{clr|3|Night Raid Vortex}} corner combo. Micro dash into {{clr|3|c.S}}, then charge {{clr|5|5[D]}} completely. Use {{clr|2|5K}}, then dash cancel into another {{clr|2|5K}}. Kara-cancel {{clr|3|6S}} into {{clr|4|H Volcanic Viper}} so that it clean hits.
| | CH {{clr|3|214S}}, 66{{clr|3|c.S}} > {{clr|5|5[D]}}, {{clr|2|5K}} > dc, {{clr|2|5K}} > {{clr|3|6S}}~CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 213 || 30 || Everyone || [4] {{clr|4|Hard}} || Counter hit {{clr|3|Night Raid Vortex}} corner combo. Micro dash into {{clr|3|c.S}}, then charge {{clr|5|5[D]}} completely. Use {{clr|2|5K}}, then dash cancel into another {{clr|2|5K}}. Kara-cancel {{clr|3|6S}} into {{clr|4|H Volcanic Viper}} so that it clean hits.
|-  
|-  
| | {{clr|4|41236H}}, {{clr|3|214[S]}}, {{clr|2|2K}} > {{clr|3|6S}} > {{clr|2|236K}} || Anywhere || 148 || 25 || Everyone || [2] {{clr|2|Easy}} || Basic Fafnir confirm.
| | {{clr|4|41236H}}, {{clr|3|214[S]}}, {{clr|2|2K}} > {{clr|3|6S}} > {{clr|2|236K}} || Anywhere || 148 || 25 || Everyone || [2] {{clr|2|Easy}} || Basic {{clr|4|Fafnir}} confirm.
|-  
|-  
| | {{clr|4|41236H}}, 44RRC, 66{{clr|5|5[D]}}, 66{{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 197 || -40 || Everyone || [3] {{clr|3|Medium}} || Fafnir combo canceled into a Red Roman Cancel shifted backward. Charge {{clr|5|5[D]}} completely, then micro dash into {{clr|3|c.S}} so that Volcanic Viper clean hits. Requires 50% tension.
| | {{clr|4|41236H}}, {{clr|3|214[S]}}, {{clr|2|2K}} > {{clr|3|6S}}~CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 185 || 33 || Everyone || [4] {{clr|4|Hard}} || {{clr|4|Fafnir}} must connect at close range. Kara-cancel {{clr|3|6S}} into {{clr|4|H Volcanic Viper}} so that it clean hits.
|-  
|-  
| | {{clr|4|41236H}}, {{clr|3|214[S]}}, {{clr|3|c.S}} > {{clr|1|6P}} > CL {{clr|4|623H}}, {{clr|3|6S}} || Corner || 226 || 29 || Everyone || [3] {{clr|3|Medium}} || Fafnir corner combo. Can replace {{clr|3|c.S}} with {{clr|2|5K}} for easier execution.
| | {{clr|4|41236H}}, {{clr|3|214[S]}}, {{clr|3|c.S}} > {{clr|1|6P}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 228 || 30 || Everyone || [3] {{clr|3|Medium}} || Max range {{clr|4|Fafnir}} corner combo. Can replace {{clr|3|c.S}} with {{clr|2|5K}} for easier execution.
|-  
|-  
| | CH {{clr|4|41236H}}, {{clr|3|214[S]}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 198 || 29 || Everyone || [3] {{clr|3|Medium}} || Counter hit Fafnir confirm.
| | {{clr|4|41236H}}, 66{{clr|2|5K}} > {{clr|3|6S}} > {{clr|2|236K}}, {{clr|2|5K}} > {{clr|1|6P}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 250 || 34 || Everyone || [3] {{clr|3|Medium}} || Close range {{clr|4|Fafnir}} corner combo. Can be done from max range on counter hit. Time {{clr|2|Bandit Revolver}} after {{clr|3|6S}} so that the opponent is as high as possible before it connects. The moment Sol lands, press {{clr|2|5K}}. Still works if only the second hit of the first {{clr|2|5K}} connects.
|-  
|-  
| | CH {{clr|4|41236H}}, 66{{clr|3|c.S}} > {{clr|3|6S}} > {{clr|1|236P}}, {{clr|1|6P}} > CL {{clr|4|623H}}, {{clr|3|6S}} || Corner || 239 || 34 || Everyone || [3] {{clr|3|Medium}} || Counter hit Fafnir corner combo. Can replace {{clr|3|c.S}} with {{clr|2|5K}} for easier execution.
| | CH {{clr|4|41236H}}, {{clr|3|214[S]}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 198 || 29 || Everyone || [3] {{clr|3|Medium}} || Counter hit {{clr|4|Fafnir}} confirm.
|-  
|-  
| | CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 155 || 9 || Everyone || [1] {{clr|1|Very Easy}} || Only works if Volcanic Viper was a clean hit.
| | CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 155 || 9 || Everyone || [1] {{clr|1|Very Easy}} || Only works if {{clr|4|H Volcanic Viper}} was a clean hit.
|-  
|-  
| | CL {{clr|4|623H}} > 22RRC, 66{{clr|5|5[D]}}, 66{{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 234 || -44 || Everyone || [3] {{clr|3|Medium}} || Volcanic Viper combo canceled into a Red Roman Cancel shifted downward. Charge {{clr|5|5[D]}} completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
| | CL {{clr|4|623H}} > 22RRC, 66{{clr|5|5[D]}}, 66{{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 234 || -44 || Everyone || [3] {{clr|3|Medium}} || {{clr|4|H Volcanic Viper}} combo canceled into a Red Roman Cancel shifted downward. Charge {{clr|5|5[D]}} completely, then micro dash into c.S so that {{clr|4|H Volcanic Viper}} clean hits. Requires 50% tension.
|-  
|-  
| | CL {{clr|4|632146H}} > 44RRC, 66{{clr|5|5[D]}}, 66{{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Mid-screen || 335 (311) || -98 || Everyone || {{clr|3|Medium}} || Tyrant Rave super canceled into a Red Roman Cancel shifted backward. Deals more damage if TR clean hits. Charge {{clr|5|5[D]}} completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 100% tension.
| | CL {{clr|4|623H}} > 22RRC, 66{{clr|5|5[D]}}, {{clr|2|5K}} > {{clr|2|236K}}, {{clr|2|5K}} > {{clr|1|6P}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 266 || -43 || Everyone || [3] {{clr|3|Medium}} || {{clr|4|H Volcanic Viper}} canceled into a Red Roman Cancel shifted downwards. Time {{clr|2|Bandit Revolver}} after {{clr|2|5K}} so that the opponent is as high as possible before it connects. The moment Sol lands, press {{clr|2|5K}}. Requires 50% tension.
|-  
|-  
| | {{clr|4|214214H}} > 22RRC(0), 66{{clr|5|5[D]}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 360 || -98 || Everyone || [4] {{clr|4|Hard}} || Heavy Mob Cemetery super canceled into a Red Roman Cancel shifted downward. Must make the RRC whiff by delaying it or by fast RRC'ing with {{clr|1|5P}}. Charge {{clr|5|5[D]}} completely, catching the opponent as they fall. Requires 100% tension.
| | CL {{clr|4|632146H}} > 44RRC, 66{{clr|5|5[D]}}, 66{{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Mid-screen || 335 (311) || -98 || Everyone || {{clr|3|Medium}} || {{clr|4|Tyrant Rave}} super canceled into a Red Roman Cancel shifted backward. Deals more damage if the super clean hits. Charge {{clr|5|5[D]}} completely, then micro dash into {{clr|3|c.S}} so that {{clr|4|H Volcanic Viper}} clean hits. Requires 100% tension.
|-  
|-  
| | {{clr|4|214214H}} > 22RRC(0), 66{{clr|5|5[D]}}, {{clr|3|c.S}} > jc > {{clr|5|j.D}} > adc > {{clr|5|j.D}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, {{clr|3|6S}} || Anywhere || 388 || -97 || Everyone || [5] {{clr|5|Very Hard}} || Heavy Mob Cemetery super canceled into a Red Roman Cancel shifted downward. Must make the RRC whiff by delaying it or by fast RRC'ing with {{clr|1|5P}}. Must run under the opponent before using {{clr|5|5D}} or else you can't get a wall break. Charge {{clr|5|5[D]}} completely, catching the opponent as they fall. Requires 100% tension.
| | {{clr|4|214214H}} > 22RRC(0), 66{{clr|5|5[D]}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, 66{{clr|4|6H}} || Anywhere || 360 || -98 || Everyone || [4] {{clr|4|Hard}} || {{clr|4|Heavy Mob Cemetery}} super canceled into a Red Roman Cancel shifted downward. Must make the RRC whiff by delaying it or by fast RRC'ing with {{clr|1|5P}}. Charge {{clr|5|5[D]}} completely, catching the opponent as they fall. Requires 100% tension.
|-
| | {{clr|4|214214H}} > 22RRC(0), 66{{clr|5|5[D]}}, {{clr|3|c.S}} > jc > {{clr|5|j.D}} > adc > {{clr|5|j.D}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, {{clr|3|6S}} || Anywhere || 388 || -97 || Everyone || [5] {{clr|5|Very Hard}} || {{clr|4|Heavy Mob Cemetery}} super canceled into a Red Roman Cancel shifted downward. Must make the RRC whiff by delaying it or by fast RRC'ing with {{clr|1|5P}}. Must run under the opponent before using {{clr|5|5D}} or else you can't get a wall break. Charge {{clr|5|5[D]}} completely, catching the opponent as they fall. Requires 100% tension.
|-
|-
|}
|}

Revision as of 05:13, 21 June 2021



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

Read First

  • All damage values were tested against Ky at full health, no RISC.
  • 6H enders can be removed for less damage but better oki.
  • All wall splats can be followed up with 6S instead of Fafnir for easier execution and negligeble damage loss.
  • All wall splats can be followed up with Tyrant Rave for extra damage (save for 100% tension routes).
  • CL means Clean Hit.

Combo List

5P/2P/6P/j.P Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 5P > 5P > 5P > 6S > 236K Anywhere 94 22 Everyone [1] Very Easy 5P or 2P crouch confirm. Can start with 2P, but must use 5P to link into 6S. Can be done up to 4 times if Sol has sliding momentum at point-blank range.
5P > 6S > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 163 -34 Everyone [3] Medium 5P crouch confirm combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
5P > 6S > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, WS 41236H Corner 193 -33 Everyone [3] Medium 5P crouch confirm combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
5P/2P > 6P > 236P, 665K > 6P > CL 623H, WS 41236H Corner 177 (172) 27 Everyone [4] Hard 5P or 2P need to hit at close range. Significantly easier to execute if started with dashing momentum. Micro dash after Gun Flame and land both hits of 5K.
AA 5P > 6S > 214K, 6H Anywhere 117 (111) 20 Everyone [2] Easy Basic anti-air 5P or 2P combo.
AA 5P > 6S > 236K(1), 5K > 6S~CL 623H, 666H Anywhere 158 23 Everyone [4] Hard Bandit Revolver will fail to whiff the second hit if the opponent wasn't high enough when 5P hit. Kara-cancel 6S into H Volcanic Viper so that it clean hits.
AA 5P > 6S > 236P, 665K > dc, 5K > 6P > CL 623H, WS 41236H Corner 185 29 Everyone [3] Medium Will still work if only the second hit of the first 5K connected.
6P > 623S Anywhere 67 8 Everyone [1] Very Easy 6P must connect at close range.
6P > 44RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 184 -44 Everyone [4] Hard 6P canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
6P > 236P, 665K > 6S > 236K Corner 130 19 Everyone [2] Easy 6P must connect at close range.
6P > CL 623H > 22RRC, 665[D], 5K > dc, 5K > 6P > CL 623H, WS 41236H Corner 276 -40 Everyone [3] Medium 6P canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, use 5K, then dash cancel into another 5K. Requires 50% tension.
5K/2K/j.K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K/2K > 6S > 236K Anywhere 111 (83) 15 Everyone [1] Very Easy Basic confirm. Opponent must be crouching for 2K > 6S to combo. Still works if only the second hit of 5K connects.
5K/2K > 2D > CL 623H, 666H Anywhere 187 (144) 18 Everyone [2] Easy 5K needs to hit at point-blank with dashing momentum. Can start with 2K for less damage in exchange for hitting low.
5K/2K > 6S > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 207 (158) -32 Everyone [3] Medium 5K combo canceled into a Red Roman Cancel shifted downwards. Opponent must be crouching for 2K > 6S to combo. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
5K > 2D > CL 623H > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 245 34 Everyone [5] Very Hard 5K needs to hit at point-blank with dashing momentum.
5K/2K > 6P > 236P, 665K > 6P > CL 623H, WS 41236H Corner 212 (172) 28 Everyone [4] Hard 5K or 2K need to hit at close range. Significantly easier to execute if started with dashing momentum. Micro dash after Gun Flame and land both hits of 5K.
5K/2K > 6S > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, WS 41236H Corner 235 (188) -32 Everyone [4] Hard 5K combo canceled into a Red Roman Cancel shifted downwards. Opponent must be crouching for 2K > 6S to combo. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
AA 5K > sjc > j.S > adc > j.S > j.H, c.S > dc, c.S > CL 623H, 666H Anywhere 204 (193) 25 Everyone [4] Hard Still works if only the second hit of 5K connects. Can replace the second c.S with 5K(1) for easier execution.
AA 5K > sjc > j.S > adc > j.S > j.H, c.S > dc, c.S > 6P > CL 623H, WS 41236H Corner 233 (223) 30 Everyone [4] Hard Still works if only the second hit of 5K connects. Can replace the second c.S with 5K for easier execution.
c.S/f.S/2S/6S/j.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > Delay f.S, 5K(2) > 6S > 236K Anywhere 150 24 Everyone [2] Easy f.S will knock the opponent away if not delayed.
c.S > 2D > CL 623H, 666H Anywhere 208 21 Everyone [2] Easy c.S needs to hit point-blank with dashing momentum.
c.S > 2S > 2H > 236K(1), 5K(1) > CL 623H, 666H Anywhere 197 26 Everyone [3] Medium c.S needs to hit point-blank with dashing momentum. Must hit only with the first hit of 5K, otherwise H Volcanic Viper won't clean hit.
c.S > Delay f.S > 5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 219 -25 Everyone [3] Medium c.S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
c.S > 5H, 665K > 6S > 236K, 5K > 6P > CL 623H, WS 41236H Corner 272 41 Everyone [3] Medium Time Bandit Revolver after 6S so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K. Still works if only the second hit of the first 5K connects.
CH c.S > 2S > 2H > 236K(1), c.S > CL 623H, 666H Anywhere 217 34 Everyone [2] Easy Counter hit c.S confirm.
CH c.S > 5[D], 665K > 6S > 236K, 5K > 6P > CL 623H, WS 41236H Corner 280 42 Everyone [3] Medium Charge 5[D] completely after counter hit c.S, then micro-dash 5K. Time Bandit Revolver after 6S so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K.
CH c.S > jc > CL j.623H, 5K > 6S > 236K, 5K(1) > CL 236H, WS 6S Corner 322 39 Everyone, but Potemkin and Nagoriyuki [4] Hard Jump cancel the counter hit c.S and do an immediate air clean hit H Volcanic Viper, then catch the opponent with 5K. The moment Sol lands after Bandit Revolver, press 5K.
CH c.S > jc > CL j.623H, 5K > 6P, 665K > 6P > CL 236H, WS 41236H Corner 319 38 Everyone [5] Very Hard Jump cancel the counter hit c.S and do an immediate air clean hit H Volcanic Viper, then catch the opponent with 5K. Must micro dash the second 5K so that H Volcanic Viper can clean hit.
f.S, 5K > 6S > 236K Anywhere 140 (128) 20 Everyone [2] Easy Basic link into 5K. Still works if only the second hit of 5K connects.
f.S > 5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 218 -30 Everyone [3] Medium f.S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
f.S > 5H > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, WS 41236H Corner 245 -30 Everyone [4] Hard f.S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
CH f.S, 214S, c.S > CL 623H, 666H Anywhere 197 29 Everyone [3] Medium Use Night Raid Vortex as soon as f.S recovers.
CH f.S, 66c.S > 5H > 236K, 5K > 6P > CL 623H, WS 41236H Corner 260 41 Everyone [3] Medium Dash after counter hit f.S to link into c.S. Time Bandit Revolver after 5H's wall bounce so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K.
2S > 5H > 236K Anywhere 103 17 Everyone [1] Very Easy Basic confirm.
2S > 5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 199 -32 Everyone [3] Medium 2S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
2S > 5H > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, WS 41236H Corner 226 -31 Everyone [4] Hard 2S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
6S > 236K Anywhere 89 13 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
6S > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 207 -35 Everyone [3] Medium 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
6S > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, WS 41236H Corner 239 -34 Everyone [4] Hard 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
CH 6S > 236P, 214[S], c.S > CL 236H, 666H Anywhere 180 33 Everyone [3] Medium Counter hit 6S combo. The amount of charge needed for Night Raid Vortex varies depending on Sol's spacing.
CH 6S, 66f.S > 5H > delay 236K, 5K > 6P > CL 623H, WS 41236H Corner 254 40 Everyone [3] Medium Max range counter hit 6S corner route. Time Bandit Revolver after the 5H wall bounce so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K.
CH 6S, 66c.S > 6S > 236K, 5K > 6P > CL 623H, WS 41236H Corner 260 43 Everyone [3] Medium Close range counter hit 6S corner route. Time Bandit Revolver after 6S so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K. Can replace c.S with 5K for easier execution. Requires 50% tension.
5H/2H/6H/j.H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5H > 236K Anywhere 90 13 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 220 -35 Everyone [3] Medium 5H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
5H > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, WS 41236H Corner 250 -35 Everyone [4] Hard 5H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
CH 5H, 66f.S > 5H > 236K Anywhere 151 27 Everyone [2] Easy Works from max 5H range if you micro-dash into f.S.
CH 5H, 214S, c.S > 623H, 666H Anywhere 212 30 Everyone [3] Medium Only works if 5H hit at close range. Night Raid Vortex as soon as 5H recovers.
CH 5H, 214S, 5K > dc, 5K > 6P > 623H, WS 41236H Corner 245 35 Everyone [3] Medium Only works if 5H hit at close range. Use Night Raid Vortex as soon as 5H recovers.
2H > 236K Anywhere 84 13 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
2H > 236K > 22RRC, 665[D], 665S > CL 623H, 666H Anywhere 216 -35 Everyone [3] Medium 2H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
2H > 236P, 5K > 6S > 236K, 5K > 6S > WS 214P, 41236H Corner 218 36 Everyone [3] Medium Time Bandit Revolver after 6S so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K.
AA 2H > 236P, 214[S], c.S > CL 623H, 6H Anywhere 182 28 Everyone [3] Medium Will drop if the opponent wasn't high enough when they got anti-aired.
AA 2H > 236P, 5H, 665K > 6P > 623H, WS 41236H Corner 235 32 Everyone [3] Medium Dash after the 5H wall bounce and use 5K.
CH 2H > 214P, 214S, c.S > CL 623H, 666H Anywhere 205 31 Everyone [4] Hard As soon as 2H connects, cancel into Gun Flame Feint. As soon as that move ends, do Night Raid Vortex.
CH 2H > 214P, 5K > 6S > 236K, 5K > 6P > CL 623H, WS 41236H Corner 270 41 Everyone [3] Medium As soon as 2H connects, cancel into Gun Flame Feint. As soon as that move ends, do 5K. Time Bandit Revolver after 6S so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K.
6H > FPRC, 6H Anywhere 112 -50 Everyone [2] Easy 6H canceled into a fast Purple Roman Cancel. Requires 50% tension.
CH 6H, 214[S], 2K > 6S > 236K Anywhere 166 29 Everyone [3] Medium Counter hit 6H combo. Works at max range if 6S is skipped.
CH 6H, 214[S], c.S > CL 623H, 666H Anywhere 220 30 Everyone [3] Medium 6H must connect at close range.
CH 6H, 214[S], 665K > 6S > 236P, 665K(2) > WS 214P, 41236H Corner 221 34 Everyone [3] Medium Counter hit 6H corner combo. Works at max range.
CH 6H, 665K > 6S > 236K, 5K > 6P > CL 623H, WS 41236H Corner 283 40 Everyone [3] Medium Close range counter hit 6H combo. As soon as 6H recovers, dash into 5K. Time Bandit Revolver after 6S so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K.
5D/2D/6D/j.D/j.6D Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
2D, 6H Anywhere 83 11 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
2D > CL 623H, 666H Anywhere 178 15 Everyone [2] Easy 2D needs to hit point-blank.
2D > 623H/623S > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere (250) 186 -42 Everyone [3] Medium 2D combo canceled into a Red Roman Cancel shifted downwards (shift backwards for the S version). 2D needs to hit at point-blank range in order to use H Volcanic Viper. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
2D > 623H/623S > 22RRC, 665[D], 66c.S > dc, 5K > 6P > CL 623H, WS 41236H Corner (277) 216 -41 Everyone [3] Medium 2D combo canceled into a Red Roman Cancel shifted downwards (shift backwards for the S version). 2D needs to hit at point-blank range in order to use H Volcanic Viper. Charge 5[D] completely, use c.S, then dash cancel into 5K. Requires 50% tension.
CH 2D, 2K > 6S > 236K Anywhere 121 23 Everyone [2] Easy Works even if 2D hit at max range range.
CH 2D, 5K > 6S > 214K, 6H Anywhere 160 26 Everyone [2] Easy 2D needs to hit at close range.
CH 2D, Delay 5K > 6S > 236K, 5K > 6P > CL 623H, WS 41236H Corner 241 37 Everyone [4] Hard 2D needs to hit at close range. Time Bandit Revolver after 6S so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K. If you get the cinimatic camera angle when landing the first 5K, H Volcanic Viper will not wall splat, so be sure to delay it it slightly.
5D > 44RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 139 -44 Everyone [4] Hard Uncharged 5D canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
5D > 44RRC, 665[D], 66c.S > dc, c.S > 6P > CL 623H, WS 41236H Corner 170 -43 Everyone [4] Hard Uncharged 5D canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
5[D] > hjc > j.D > jc > j.D > j.S > j.D > j.S > jc > j.DD Anywhere 225 22 Everyone [2] Easy Charged 5D combo. Must do the first j.D as soon as possible and evey jump cancel must be a forward jump cancel, otherwise the combo will drop.
6D > 44RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 140 -39 Everyone [3] Medium Throw canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
6D > 44RRC, 665[D], 66c.S > dc, 5K > 6P > CL 623H, WS 41236H Corner 173 -39 Everyone [3] Medium Throw canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, use c.S, then dash cancel into 5K. Requires 50% tension.
j.6D > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 140 -39 Everyone [3] Medium Air throw canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
j.6D > 22RRC, 665[D], 66c.S > dc, 5K > 6P > CL 623H, WS 41236H Corner 173 -39 Everyone [3] Medium Throw canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into 5K. Requires 50% tension.
Special Move Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
236P, 2K > 236K Anywhere 78 14 Everyone [1] Very Easy Gun Flame needs to hit point-blank.
236P, 665K(2) > 6S > 214K, 6H Anywhere 118 22 Everyone [2] Easy Gun Flame combo off the second (if it hits meaty), third, or fourth flame column.
236P, 214[S], c.S > CL 623H, 666H Anywhere 136 22 Everyone [3] Medium Long range Gun Flame combo.
236P, 5K > 6S > 236K, 5K > 6P > CL 623H, WS 41236H Corner 201 32 Everyone [3] Medium Gun Flame corner combo. Dashing into 5K is required if the combo started with the second or later flame column.
236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 207 -42 Everyone [3] Medium Bandit Revolver canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
236K > 22RRC, 665[D], c.S > 236K, 5K > 6P > CL 623H, WS 41236H Corner 242 -41 Everyone [3] Medium Bandit Revolver canceled into a Red Roman Cancel shifted downwards. Time Bandit Revolver after c.S so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K. Requires 50% tension.
623K > FPRC, 6H Anywhere 140 -50 Everyone [2] Easy Wild Throw canceled into a fast Purple Roman Cancel. Requires 50% tension.
214K, 6H Anywhere 91 13 Everyone [1] Very Easy Basic Bandit Bringer confirm.
214K > 22RRC, Delay 66c.S > CL 623H, 666H Anywhere 166 -42 Everyone [3] Medium Bandit Bringer combo canceled into a Red Roman Cancel shifted downward. Requires 50% tension.
214K > 5RRC, Delay 5[D], c.S > dc, c.S > 6P > CL 623H, WS 41236H Corner 216 -41 Everyone [4] Hard Bandit Bringer combo canceled into a Red Roman Cancel with no shifting. Must slightly delay 5D to avoid RC proration. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
214S, c.S > CL 623H, 666H Anywhere 190 21 Everyone [2] Easy Basic Night Raid Vortex confirm.
214S, 5K > 236K, 5K > 6P > CL 623H, WS 41236H Corner 214 28 Everyone [3] Medium Night Raid Vortex corner combo. Time Bandit Revolver after 5K so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K.
CH 214S, 66c.S > 5[D], 5K > dc, 5K > 6S~CL 623H, 666H Anywhere 213 30 Everyone [4] Hard Counter hit Night Raid Vortex corner combo. Micro dash into c.S, then charge 5[D] completely. Use 5K, then dash cancel into another 5K. Kara-cancel 6S into H Volcanic Viper so that it clean hits.
41236H, 214[S], 2K > 6S > 236K Anywhere 148 25 Everyone [2] Easy Basic Fafnir confirm.
41236H, 214[S], 2K > 6S~CL 623H, 666H Anywhere 185 33 Everyone [4] Hard Fafnir must connect at close range. Kara-cancel 6S into H Volcanic Viper so that it clean hits.
41236H, 214[S], c.S > 6P > CL 623H, WS 41236H Corner 228 30 Everyone [3] Medium Max range Fafnir corner combo. Can replace c.S with 5K for easier execution.
41236H, 665K > 6S > 236K, 5K > 6P > CL 623H, WS 41236H Corner 250 34 Everyone [3] Medium Close range Fafnir corner combo. Can be done from max range on counter hit. Time Bandit Revolver after 6S so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K. Still works if only the second hit of the first 5K connects.
CH 41236H, 214[S], c.S > CL 623H, 666H Anywhere 198 29 Everyone [3] Medium Counter hit Fafnir confirm.
CL 623H, 666H Anywhere 155 9 Everyone [1] Very Easy Only works if H Volcanic Viper was a clean hit.
CL 623H > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 234 -44 Everyone [3] Medium H Volcanic Viper combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 50% tension.
CL 623H > 22RRC, 665[D], 5K > 236K, 5K > 6P > CL 623H, WS 41236H Corner 266 -43 Everyone [3] Medium H Volcanic Viper canceled into a Red Roman Cancel shifted downwards. Time Bandit Revolver after 5K so that the opponent is as high as possible before it connects. The moment Sol lands, press 5K. Requires 50% tension.
CL 632146H > 44RRC, 665[D], 66c.S > CL 623H, 666H Mid-screen 335 (311) -98 Everyone Medium Tyrant Rave super canceled into a Red Roman Cancel shifted backward. Deals more damage if the super clean hits. Charge 5[D] completely, then micro dash into c.S so that H Volcanic Viper clean hits. Requires 100% tension.
214214H > 22RRC(0), 665[D], c.S > CL 623H, 666H Anywhere 360 -98 Everyone [4] Hard Heavy Mob Cemetery super canceled into a Red Roman Cancel shifted downward. Must make the RRC whiff by delaying it or by fast RRC'ing with 5P. Charge 5[D] completely, catching the opponent as they fall. Requires 100% tension.
214214H > 22RRC(0), 665[D], c.S > jc > j.D > adc > j.D, c.S > CL 623H, 6S Anywhere 388 -97 Everyone [5] Very Hard Heavy Mob Cemetery super canceled into a Red Roman Cancel shifted downward. Must make the RRC whiff by delaying it or by fast RRC'ing with 5P. Must run under the opponent before using 5D or else you can't get a wall break. Charge 5[D] completely, catching the opponent as they fall. Requires 100% tension.

Combo Theory

Sol's main goal is to end combos with clean hit H Volcanic Viper as it deals immense damage, has huge corner carry, and leads into strong oki. However, without some sort of special circumstance (anti-air, counter hit, near corner) or tension for an RC, this is usually impossible. The best back-up combo ender is Bandit Bringer but this move also cannot be used freely in most mid-screen routes. Thus, Sol must settle for Bandit Revolver, his most consistent ender.

Of off 5K (also 2K and 5P on crouch hit), cancel into 6S then into Bandit Revolver for a basic mid-screen combo. c.S routes simply follow its gatlings into a special move, usually c.S > delay f.S > 5H > 236K. This is as far as Sol goes without resources. If an Roman Cancel is available, Bandit Revolver can be Red RC drifted downward for more damage. The best follow-up is always a micro-dash into a fully charged 5[D], thanks to its excellent damage and high launch against airborne opponents. Depending on whether or not you are comfortable with micro-dashing, you can just follow the 5[D] with 5K > 6S > 214K for an easy follow-up that still deals high damage, and has good oki. If you can micro-dash effectively, then do c.S > CL 623H for a higher return on tension investment.

Once Sol reaches the corner, his options expand greatly. Landing clean hit H Volcanic Viper becomes much easier thanks to the wall bounces on 6P and j.D. Bandit Revolver's tumble state can allow Sol to combo it into 5K if the opponent was juggled high enough prior to the second hit, making it a strong combo part even without meter. The wall keeps opponents hit by Gun Flame and Fafnir from moving away from Sol, giving him better follow-ups. Lastly, wall splats make using clean hit Tyrant Rave very easy.

Navigation

Template:Navbar-GGST