GGST/Sol Badguy/Combos: Difference between revisions

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| | CH {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}}, {{clr|2|5K}} > jc, CL {{clr|4|j.623H}} > 66PRC, {{clr|4|5H}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 360 || -26 || Everyone || [4] {{clr|4|Hard}} || Counter hit {{clr|3|c.S}} combo canceled into a Purple Roman Cancel shifted forward. Jump cancel the counter hit {{clr|3|c.S}} and do an immediate air clean hit {{clr|4|H Volcanic Viper}}, then catch the opponent with {{clr|2|5K}}. Must jump cancel the second {{clr|2|5K}} so that {{clr|4|H Volcanic Viper}} can clean hit. Requires 50% tension. || -
| | CH {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}}, {{clr|2|5K}} > jc, CL {{clr|4|j.623H}} > 66PRC, {{clr|4|5H}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 360 || -26 || Everyone || [4] {{clr|4|Hard}} || Counter hit {{clr|3|c.S}} combo canceled into a Purple Roman Cancel shifted forward. Jump cancel the counter hit {{clr|3|c.S}} and do an immediate air clean hit {{clr|4|H Volcanic Viper}}, then catch the opponent with {{clr|2|5K}}. Must jump cancel the second {{clr|2|5K}} so that {{clr|4|H Volcanic Viper}} can clean hit. Requires 50% tension. || -
|-  
|-  
| | {{clr|3|f.S}} or {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|236KK}} || Anywhere || 105 (103) || 17 || Everyone || [1] {{clr|1|Very Easy}} || Basic confirm. || -
| | {{clr|3|f.S}} or {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|236KK}} || Anywhere || 105 (103) || 17 (16) || Everyone || [1] {{clr|1|Very Easy}} || Basic confirm. || -
|-  
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| | {{clr|3|f.S}}, {{clr|2|5K(2)}} > {{clr|3|6S}} > {{clr|2|236KK}} || Anywhere || 118 || 18 || Everyone || [2] {{clr|2|Easy}} || Basic link into {{clr|2|5K}}. Also works off a counter hit {{clr|3|2S}} starter at close range. || -
| | {{clr|3|f.S}}, {{clr|2|5K(2)}} > {{clr|3|6S}} > {{clr|2|236KK}} || Anywhere || 118 || 18 || Everyone || [2] {{clr|2|Easy}} || Basic link into {{clr|2|5K}}. Also works off a counter hit {{clr|3|2S}} starter at close range. || -
|-
| | {{clr|3|f.S}} or {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|5K(2)}} > {{clr|3|6S}} > {{clr|2|214K}} || Anywhere || 144 (142) || 27 (26) || Everyone || [2] {{clr|2|Easy}} || Close range {{clr|3|f.S}} or {{clr|3|2S}} combo. || -
|-  
|-  
| | {{clr|3|f.S}} or {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|236KK}} > 22RRC, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 189 (187) || -38 || Everyone || [3] {{clr|3|Medium}} || {{clr|3|f.S}} or {{clr|3|2S}} combo canceled into a Red Roman Cancel shifted downwards. Charge {{clr|5|5[D]}} completely, then do {{clr|3|c.S}} into a jump cancel into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also microdash after {{clr|5|5[D]}} in order to omit the jump cancel after {{clr|3|c.S}}. Requires 50% tension. || -
| | {{clr|3|f.S}} or {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|236KK}} > 22RRC, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 189 (187) || -38 || Everyone || [3] {{clr|3|Medium}} || {{clr|3|f.S}} or {{clr|3|2S}} combo canceled into a Red Roman Cancel shifted downwards. Charge {{clr|5|5[D]}} completely, then do {{clr|3|c.S}} into a jump cancel into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also microdash after {{clr|5|5[D]}} in order to omit the jump cancel after {{clr|3|c.S}}. Requires 50% tension. || -
Line 181: Line 183:
| | CH {{clr|3|f.S}}, 66{{clr|2|5K}} > {{clr|3|6S}}~CL {{clr|4|623H}} > FRRC~{{clr|5|j.D}}, {{clr|5|j.D}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, WS {{clr|3|6S}} || Corner || 290 || -28 || Everyone || [4] {{clr|4|Hard}} || Counter hit {{clr|3|f.S}} combo canceled into a Fast Red Roman Cancel with no shifting. FRC {{clr|4|H Volcanic Viper}} into {{clr|5|j.D}}, then use {{clr|5|j.D}} again before reaching the ground. Requires 50% tension. || -
| | CH {{clr|3|f.S}}, 66{{clr|2|5K}} > {{clr|3|6S}}~CL {{clr|4|623H}} > FRRC~{{clr|5|j.D}}, {{clr|5|j.D}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, WS {{clr|3|6S}} || Corner || 290 || -28 || Everyone || [4] {{clr|4|Hard}} || Counter hit {{clr|3|f.S}} combo canceled into a Fast Red Roman Cancel with no shifting. FRC {{clr|4|H Volcanic Viper}} into {{clr|5|j.D}}, then use {{clr|5|j.D}} again before reaching the ground. Requires 50% tension. || -
|-  
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| | CH {{clr|3|f.S}}, 66{{clr|5|2D}} > CL {{clr|4|623H}} > 66FRRC~{{clr|4|j.H}}, {{clr|3|j.S}} > jc {{clr|3|j.S}} > {{clr|4|j.H}}, {{clr|2|j.K}} > {{clr|5|j.D}}, land, {{clr|3|214[S]}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, WS {{clr|3|6S}} || Cornered || 266 || -24 || Mediumweights || [4] {{clr|4|Hard}} || Corner-to-corner counter hit {{clr|3|f.S}} combo canceled into a Fast Red Roman Cancel shifted forward. {{clr|3|f.S}} needs to hit at close range so that dash {{clr|5|2D}} can hit close enough for {{clr|4|H Volcanic Viper}} to clean hit. FRC {{clr|4|H Volcanic Viper}} into {{clr|4|j.H}}. Requires 50% tension. || -
| | CH {{clr|3|f.S}}, 66{{clr|5|2D}} > CL {{clr|4|623H}} > 66FRRC~{{clr|4|j.H}}, {{clr|3|j.S}} > jc {{clr|3|j.S}} > {{clr|4|j.H}}, {{clr|2|j.K}} > {{clr|5|j.D}}, land, {{clr|3|214[S]}}, {{clr|3|c.S}} > CL {{clr|4|623H}}, WS {{clr|3|6S}} || Cornered || 266 || -24 || Middleweights || [4] {{clr|4|Hard}} || Corner-to-corner counter hit {{clr|3|f.S}} combo canceled into a Fast Red Roman Cancel shifted forward. {{clr|3|f.S}} needs to hit at close range so that dash {{clr|5|2D}} can hit close enough for {{clr|4|H Volcanic Viper}} to clean hit. FRC {{clr|4|H Volcanic Viper}} into {{clr|4|j.H}}. Requires 50% tension. || -
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| | {{clr|3|6S}} > {{clr|2|236KK}} || Anywhere || 89 || 12 || Everyone || [1] {{clr|1|Very Easy}} || Without a counter hit or meter, this is all you can get. || -
| | {{clr|3|6S}} > {{clr|2|236KK}} || Anywhere || 89 || 12 || Everyone || [1] {{clr|1|Very Easy}} || Without a counter hit or meter, this is all you can get. || -
Line 230: Line 232:
| | {{clr|4|2H}} > {{clr|2|236KK}} > 22RRC, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 198 || -36 || Everyone || [3] {{clr|3|Medium}} || {{clr|4|2H}} combo canceled into a Red Roman Cancel shifted downwards. Charge {{clr|5|5[D]}} completely, then do {{clr|3|c.S}} into a jump cancel into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also microdash after {{clr|5|5[D]}} in order to omit the jump cancel after {{clr|3|c.S}}. Requires 50% tension. || -
| | {{clr|4|2H}} > {{clr|2|236KK}} > 22RRC, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 198 || -36 || Everyone || [3] {{clr|3|Medium}} || {{clr|4|2H}} combo canceled into a Red Roman Cancel shifted downwards. Charge {{clr|5|5[D]}} completely, then do {{clr|3|c.S}} into a jump cancel into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also microdash after {{clr|5|5[D]}} in order to omit the jump cancel after {{clr|3|c.S}}. Requires 50% tension. || -
|-
|-
| | {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|5K}} > jc, {{clr|4|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, 66{{clr|3|c.S}} > {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 243 || 32 || Everyone || [3] {{clr|3|Medium}} || {{clr|4|2H}} corner combo. Used for normal hit, counter hit, and anti-air routes. Remove {{clr|3|j.S}} against lightweights or if {{clr|4|2H}} was a counter hit/anti-air for more damage. Swap {{clr|3|c.S}} for {{clr|2|2K}} against heavyweights. || -
| | {{clr|4|2H}} > {{clr|2|236K}}, {{clr|2|5K}} > jc, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, 66{{clr|3|c.S}} > {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 243 || 32 || Everyone || [3] {{clr|3|Medium}} || {{clr|4|2H}} corner combo. Used for normal hit, counter hit, and anti-air routes. Remove {{clr|3|j.S}} against lightweights or if {{clr|4|2H}} was a counter hit/anti-air for more damage. Swap {{clr|3|c.S}} for {{clr|2|2K}} against heavyweights. || -
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| | {{clr|4|2H}} > {{clr|2|236K}} > 22FRRC~{{clr|3|c.S}} > {{clr|5|5[D]}}, 66{{clr|2|5K}} > dc, {{clr|2|5K}} > CL {{clr|4|623H}}, WS {{clr|3|6S}} || Corner || 272 || -32 || Everyone || [3] {{clr|3|Medium}} || {{clr|4|2H}} combo canceled into a Fast Red Roman Cancel shifted downward. FRC {{clr|2|Bandit Revolver}} into {{clr|3|c.S}}, then charge {{clr|5|5[D]}} completely. Microdash into {{clr|2|5K}} as soon as {{clr|5|5[D]}}'s recovery ends. Requires 50% tension. || -
| | {{clr|4|2H}} > {{clr|2|236K}} > 22FRRC~{{clr|3|c.S}} > {{clr|5|5[D]}}, 66{{clr|2|5K}} > dc, {{clr|2|5K}} > CL {{clr|4|623H}}, WS {{clr|3|6S}} || Corner || 272 || -32 || Everyone || [3] {{clr|3|Medium}} || {{clr|4|2H}} combo canceled into a Fast Red Roman Cancel shifted downward. FRC {{clr|2|Bandit Revolver}} into {{clr|3|c.S}}, then charge {{clr|5|5[D]}} completely. Microdash into {{clr|2|5K}} as soon as {{clr|5|5[D]}}'s recovery ends. Requires 50% tension. || -
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| | AA {{clr|4|2H}} > {{clr|1|236P}}, {{clr|3|214[S]}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 167 || 26 || Everyone || [3] {{clr|3|Medium}} || Will drop if the opponent wasn't high enough when they got anti-aired. Do {{clr|3|c.S}} as soon as {{clr|4|Night Raid Vortex}}'s recovery ends, jump canceling into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also delay the {{clr|4|H Volcanic Viper}} to omit the jump cancel after {{clr|3|c.S}}. || -
| | AA {{clr|4|2H}} > {{clr|1|236P}}, {{clr|3|214[S]}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 167 || 26 || Everyone || [3] {{clr|3|Medium}} || Will drop if the opponent wasn't high enough when they got anti-aired. Do {{clr|3|c.S}} as soon as {{clr|3|Night Raid Vortex}}'s recovery ends, jump canceling into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also delay the {{clr|4|H Volcanic Viper}} to omit the jump cancel after {{clr|3|c.S}}. || -
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| | CH {{clr|4|2H}} > {{clr|1|214P}}, {{clr|3|214S}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 183 || 27 || Everyone || [4] {{clr|4|Hard}} || As soon as {{clr|4|2H}} connects, cancel into {{clr|1|Gun Flame (Feint)}} and once it's recovery ends, do {{clr|3|Night Raid Vortex}}. Follow-up with {{clr|3|c.S}} and jump cancel it into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also delay the {{clr|4|H Volcanic Viper}} to omit the jump cancel after {{clr|3|c.S}}. || -
| | CH {{clr|4|2H}} > {{clr|1|214P}}, {{clr|3|214S}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 183 || 27 || Everyone || [4] {{clr|4|Hard}} || As soon as {{clr|4|2H}} connects, cancel into {{clr|1|Gun Flame (Feint)}} and once it's recovery ends, do {{clr|3|Night Raid Vortex}}. Follow-up with {{clr|3|c.S}} and jump cancel it into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also delay the {{clr|4|H Volcanic Viper}} to omit the jump cancel after {{clr|3|c.S}}. || -
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| | {{clr|1|236P}}, {{clr|3|214[S]}}, {{clr|3|c.S}} > CL {{clr|4|623H}} || Anywhere || 126 || 18 || Everyone || [3] {{clr|3|Medium}} || Long range {{clr|1|Gun Flame}} combo. || -
| | {{clr|1|236P}}, {{clr|3|214[S]}}, {{clr|3|c.S}} > CL {{clr|4|623H}} || Anywhere || 126 || 18 || Everyone || [3] {{clr|3|Medium}} || Long range {{clr|1|Gun Flame}} combo. || -
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| | {{clr|2|236KK}} > 22RRC, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 169 || -43 || Everyone || [3] {{clr|3|Medium}} || {{clr|2|Bandit Revolver}} canceled into a Red Roman Cancel shifted downwards. Charge {{clr|5|5[D]}} completely, then do {{clr|3|c.S}} into a jump cancel into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also microdash after {{clr|5|5[D]}} in order to omit the jump cancel after {{clr|3|c.S}}. Requires 50% tension. || -
| | CH {{clr|2|236K}}, {{clr|3|c.S}}~CL {{clr|4|623H}} || Anywhere || 145 || 15 || Everyone || [3] {{clr|3|Medium}} || Counter hit {{clr|2|Bandit Revolver}} combo. || -
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| | CH {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|4|5H}}, 66{{clr|2|5K}} > jc, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, 66{{clr|2|2K}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 223 || 35 || Everyone || [3] {{clr|3|Medium}} || Counter hit {{clr|2|Bandit Revolver}} corner combo. || -
|-
| | {{clr|2|236KK}} > 22RRC, 66{{clr|5|5[D]}}, {{clr|3|c.S}} > jc, CL {{clr|4|j.623H}} || Anywhere || 169 || -43 || Everyone || [3] {{clr|3|Medium}} || {{clr|2|Bandit Revolver}} follow-up canceled into a Red Roman Cancel shifted downwards. Charge {{clr|5|5[D]}} completely, then do {{clr|3|c.S}} into a jump cancel into an immediate {{clr|4|H Volcanic Viper}} so that it clean hits. Can also microdash after {{clr|5|5[D]}} in order to omit the jump cancel after {{clr|3|c.S}}. Requires 50% tension. || -
|-  
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| | {{clr|2|236KK}} > 66PRC, CL {{clr|4|j.623H}}, {{clr|2|5K}} > jc, {{clr|3|j.S}} > delay {{clr|5|j.D}}, {{clr|2|2K}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Starting || 291 || -42 || Everyone but Heavyweights || [3] {{clr|3|Medium}} || {{clr|2|Bandit Revolver}} canceled into a Purple Roman Cancel shifted forward. Jump cancel {{clr|2|5K}} into {{clr|3|j.S}}, then delay {{clr|5|j.D}} so that Sol can catch the opponent with {{clr|2|2K}}. Requires 50% tension. || -
| | {{clr|2|236KK}} > 66PRC, CL {{clr|4|j.623H}}, {{clr|2|5K}} > jc, {{clr|3|j.S}} > delay {{clr|5|j.D}}, {{clr|2|2K}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Starting || 291 || -42 || Everyone but Heavyweights || [3] {{clr|3|Medium}} || {{clr|2|Bandit Revolver}} follow-up canceled into a Purple Roman Cancel shifted forward. Jump cancel {{clr|2|5K}} into {{clr|3|j.S}}, then delay {{clr|5|j.D}} so that Sol can catch the opponent with {{clr|2|2K}}. Requires 50% tension. || -
|-
| | CH {{clr|2|236KK}}, {{clr|2|5K}} > {{clr|3|6S}} > {{clr|2|214K}} || Anywhere || 122 || 19 || Everyone || [2] {{clr|2|Easy}} || Counter hit {{clr|2|Bandit Revolver}} follow-up combo. || -
|-
| | CH {{clr|2|236KK}}, {{clr|2|5K}} > jc, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, 66{{clr|2|2K}} > CL {{clr|4|623H}} || Corner || 177 || 20 || Everyone || [3] {{clr|3|Medium}} || Counter hit {{clr|2|Bandit Revolver}} follow-up corner combo. || -
|-  
|-  
| | {{clr|2|214K}}, {{clr|4|6H}} || Anywhere || 91 || 13 || Everyone || [1] {{clr|1|Very Easy}} || Basic {{clr|2|Bandit Bringer}} confirm. || -
| | {{clr|2|214K}}, {{clr|4|6H}} || Anywhere || 91 || 13 || Everyone || [1] {{clr|1|Very Easy}} || Basic {{clr|2|Bandit Bringer}} confirm. || -
Line 322: Line 332:
| | {{clr|2|214K}} > 22RRC, 66{{clr|3|c.S}} > jc, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > CL {{clr|4|j.623H}}, WS {{clr|4|41236H}} || Corner || 209 || -41 || Everyone || [3] {{clr|3|Medium}} || {{clr|2|Bandit Bringer}} combo canceled into a Red Roman Cancel shifted downwards. Requires 50% tension. || -
| | {{clr|2|214K}} > 22RRC, 66{{clr|3|c.S}} > jc, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > CL {{clr|4|j.623H}}, WS {{clr|4|41236H}} || Corner || 209 || -41 || Everyone || [3] {{clr|3|Medium}} || {{clr|2|Bandit Bringer}} combo canceled into a Red Roman Cancel shifted downwards. Requires 50% tension. || -
|-  
|-  
| | {{clr|2|623K}} > RRC, 66{{clr|3|c.S}} > jc, ({{clr|3|j.S}}) > CL {{clr|4|j.623H}}, 66{{clr|4|6H}} || Anywhere || 170 || -38 || Everyone || [3] {{clr|3|Medium}} || {{clr|2|Wild Throw}} canceled into a Red Roman Cancel. Adding {{clr|3|j.S}} deals more damage if the combo ends without {{clr|4|6H}}, but deals the same or less damage if the combo ends with {{clr|4|6H}}. Requires 50% tension. || -
| | CH {{clr|2|214K}}, 66{{clr|2|5K}} > {{clr|3|6S}} > {{clr|2|214K}} || Anywhere || 140 || 24 || Everyone || [2] {{clr|2|Easy}} || Counter hit {{clr|2|Bandit Bringer}} combo. || -
|-
| | CH {{clr|2|214K}}, 66{{clr|2|5K}} > jc, {{clr|3|j.S}} > ({{clr|4|j.H}}) > {{clr|5|j.D}} > 66{{clr|2|2K}} > CL {{clr|4|623H}}, WS {{clr|4|41236H}} || Corner || 228 (232) || 29 || Everyone || [3] {{clr|3|Medium}} || Counter hit {{clr|2|Bandit Bringer}} corner combo. If a lightweight or middleweight only takes one hit from {{clr|4|j.H}}, omit it for more damage. You must use {{clr|4|j.H}} against heavyweights. || -
|-
| | {{clr|2|623K}} > RRC, 66{{clr|3|c.S}} > jc, {{clr|3|j.S}} > CL {{clr|4|j.623H}} || Anywhere || 162 || -38 || Everyone || [3] {{clr|3|Medium}} || {{clr|2|Wild Throw}} canceled into a Red Roman Cancel. Requires 50% tension. || -
|-  
|-  
| | {{clr|2|623K}} > 66RRC, 66{{clr|3|c.S}} > jc, {{clr|5|j.D}} > adc, {{clr|5|j.D}} > CL {{clr|4|j.623H}}, WS {{clr|4|41236H}} || Midscreen || 205 || -38 || Everyone but Heavyweights || [3] {{clr|3|Medium}} || {{clr|2|Wild Throw}} canceled into a Red Roman Cancel shifted forward. Requires 50% tension. || -
| | {{clr|2|623K}} > 66RRC, 66{{clr|3|c.S}} > jc, {{clr|5|j.D}} > adc, {{clr|5|j.D}} > CL {{clr|4|j.623H}}, WS {{clr|4|41236H}} || Midscreen || 205 || -38 || Everyone but Heavyweights || [3] {{clr|3|Medium}} || {{clr|2|Wild Throw}} canceled into a Red Roman Cancel shifted forward. Requires 50% tension. || -

Revision as of 20:50, 14 November 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

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 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 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.

Off of 5K (also 2K and 5P on crouch hit), cancel into 6S then into Bandit Revolver for a basic mid-screen combo. Off of 2K, you cannot combo into 6S on standing opponents, so use 2D instead. 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 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 back is to the corner, dash input downward and microdash into a fully charged 5[D] and end with Clean Hit H Volcanic Viper. You can also just follow the 5[D] with 5K > 6S > 214K 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 Flame and Fafnir from moving away from Sol, giving him better follow-ups. Lastly, Wall Stick makes using clean hit Tyrant Rave 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.

Read First

  • All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
  • All hard knockdowns at the end of a combo can be followed-up with 6H for more damage but worse okizeme.
  • All Wall Sticks can be followed up with 5H or 6S instead of Fafnir for easier execution and negligible damage loss.
  • All 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 and 2K only combo into 6S if the opponent is crouching or airborne. 2P only combos into 6S if the opponent is airborne.
  • CL means Clean Hit.

Beginner Combo List

These routes are basic bread and butter combos for players looking to get started with Sol. They prioritize simplicity over damage, tension gain, or corner carry so feel free to modify them. A full list of optimal routes can be found below this list once your understanding of Sol's combo theory and execution improves. Video example of all the combo's listed below: Link.

Beginner Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 6H Anywhere 66 (60) 9 Everyone [1] Very Easy 5P or 2P stand confirm.
AA 5P > 6S > 214K Anywhere 90 (84) 15 Everyone [1] Very Easy Basic anti-air 5P combo.
6P > 236KK Anywhere 70 9 Everyone [1] Very Easy Basic 6P confirm.
5K > 6S > 236KK Anywhere 111 (83) 14 Everyone [1] Very Easy Basic 5K confirm.
AA 5K > jc, j.S > j.214K Anywhere 93 (82) 12 Everyone [1] Very Easy Still works if only the second hit of 5K connects.
2K > 2D > 214K Anywhere 74 14 Everyone [1] Very Easy Basic 2K combo.
c.S > delay f.S > 5H > 236KK Anywhere 140 22 Everyone [1] Very Easy f.S will knock the opponent away if not delayed.
c.S > 5H, 665K > 6S > 236K, 5K > 6S > 214K, WS 6H Corner 246 39 Everyone [2] Easy Basic c.S combo.
2H > 236K, 5K > 6S > 214K Anywhere 151 34 Everyone [2] Easy Still works if only the second hit of 5K connects.
2H > 236K, 5K > 6S > 236K, 5K > 6S > 236KK, WS 6H Corner 221 36 Everyone [2] Easy Slightly delay Bandit Revolver's second hit to cause a wall stick.
236P, 6H Anywhere 75 11 Everyone [1] Very Easy Basic Gun Flame combo.
236P, 665K > 6P > 236K, 5K > 6P > 236KK, WS 6H Corner 166 27 Everyone [2] Easy Basic Gun Flame corner combo.
214S, c.S > 2H > 214K Anywhere 122 23 Everyone [1] Very Easy Basic Night Raid Vortex confirm.
214S, c.S > 6S > 236K, 5K > 6S > 236KK, WS 6H Corner 196 37 Everyone [2] Easy Basic Night Raid Vortex corner combo.
41236H, 214[S], 2K > 236KK Anywhere 124 21 Everyone [2] Easy Basic Fafnir confirm.
41236H, 665K > 6S > 236K, 5K > 6S > 236KK, WS 6H Corner 209 32 Everyone [2] Easy Basic Fafnir corner combo.
... > RRC, 665[D], c.S > 2H > 214K Anywhere - - Everyone [2] Easy Basic Red Roman Cancel combo. Requires 50% tension.
... > RRC, 665[D], c.S > 2H > 214K, WS 6H Corner - - Everyone [2] Easy Basic Red Roman Cancel corner combo. Requires 50% tension.

Combo List

5P/2P/6P/j.P Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P > (5P > 5P > 5P) > 6H Anywhere 66 (86) 9 (20) Everyone [1] Very Easy 5P or 2P stand confirm. Can be done up to 4 times if Sol has sliding momentum at point-blank range. 5P and 2P can be used interchangeably. Link
5P > (5P > 5P > 5P) > 6S > 236KK Anywhere 86 (94) 14 (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. Only works on crouch. Link
5P or 2P > 6P > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 143 (137) -36 Everyone [4] Hard 5P or 2P combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a 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. Link
5P or 2P > 6P > 236K, 5K > 6S > 236P, 2K > 6S > WS 214P, 41236H Corner 164 (160) 31 Everyone [3] Medium 5P or 2P corner combo. Gun Flame (Feint) can be skipped for less meter if needed. (Outdated) Link
5P or 2P > 6P > 236KK > 88FRRC~j.S > j.H > j.D, c.S > jc, CL j.623H, WS 6S Corner 196 (190) -33 Everyone [4] Hard 5P or 2P corner combo canceled into a Fast Red Roman Cancel shifted upward. FRC Bandit Revolver into j.S, then do c.S as soon as Sol lands, 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. -
AA 5P > 236K, c.S > jc, CL j.623H Anywhere 124 17 Everyone [3] Medium Can replace c.S with 665K(1) to make the link more consistent. Do c.S as soon as Sol lands, 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. -
AA 5P > 6S > 236K, 5K > jc, j.S > j.H > j.D, 665K(1) > CL 623H, WS 6S Corner 184 27 Everyone [3] Medium Anti-air 5P corner combo. (Outdated) Link
6P > 236KK Anywhere 70 8 Everyone [1] Very Easy Basic 6P combo. (Outdated) Link
6P > 44RRC, 665[D], c.S > jc, CL j.623H Anywhere 163 -44 Everyone [4] Hard 6P canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then do c.S into a 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. Link
6P > 623S > 66FRRC~j.D, 5K(2) > 236K, 5K > 6S~CL 623H, WS 6S Corner 218 -40 Everyone [4] Hard 6P combo canceled into a Fast Red Roman Cancel shifted forward. FRC S Volcanic Viper into j.D. Kara cancel 6S into H Volcanic Viper so that it clean hits. Requires 50% tension. (Outdated) Link
5K/2K/j.K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K or 2K > 6S > 236KK Anywhere 111 (83) 14 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. Link
5K or 2K > 2D > CL 623H Anywhere 156 (118) 14 Everyone [2] Easy 5K needs to hit point-blank with dashing momentum. Can start with 2K for less damage in exchange for hitting low. Link
5K or 2K > 6S > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 195 (148) -34 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 do c.S into a 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. Link
5K > 2D > CL 623H > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 234 -35 Everyone [4] Hard 5K needs to hit point-blank with dashing momentum. -
5K > dc > 66BRC, c.S > 5[D], 665K > dc, 5K > 6S~CL 623H Anywhere 201 -45 Everyone [3] Medium 5K combo canceled into a Blue Roman Cancel shifted forward. Kara cancel 6S into H Volcanic Viper so that it clean hits. Requires 50% tension. -
5K > dc > 66BRC, c.S > 5[D], 665K > jc, j.D > adc, j.D, 66c.S > CL 623H, WS 41236H Starting 250 -31 Everyone [3] Medium 5K combo canceled into a Blue Roman Cancel shifted forward. Requires 50% tension. -
5K > 6P > 236K, 5K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Corner 213 29 Everyone but Leo [4] Hard Jump cancel 5K into j.S, then delay j.D so that Sol can catch the opponent with 2K. (Outdated) Link
2K > 6P > 236K, 5K > 6S~CL 623H Corner 125 18 Everyone [3] Medium 2K uses a separate route as its harsher gravity scaling prevents the 5K route from working here. Kara cancel 6S into H Volcanic Viper so that it clean hits. Can do 5K(1) > CL 623H against middleweights for less damage but easier execution. (Outdated) Link
2K > 6P > 236K, 5K > 6S > 236P, 665K(2) > 6S > WS 214P, 41236H Corner 161 31 Lightweights [3] Medium 2K combo that only works on lightweights. Also works on Ky if 5K(2) is replaced with 2K (Outdated) Link
5K > 6P > 236KK > 22RRC, 665[D], c.S > dc, c.S > CL 623H, WS 6S Corner 224 -35 Everyone [3] Medium 5K combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S into a dash cancel into another c.S. (Outdated) Link
2K > 6P > 236KK > 22RRC, 665[D], c.S > dc, 5K > 6S~CL 623H, WS 6S Corner 181 -35 Everyone [4] Hard 2K uses a separate route as its harsher gravity scaling prevents the 5K route from working here. Kara cancel 6S into H Volcanic Viper so that it clean hits. (Outdated) Link
5K > 6P > 236KK > 88FRRC~j.H > j.D, c.S > jc, CL j.623H, WS 6S Corner 240 -32 Everyone [4] Hard 5K combo canceled into a Fast Red Roman Cancel shifted upward. FRC Bandit Revolver into j.H, ever so slightly delay j.D, then do c.S as soon as Sol lands, 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. (Outdated) Link
2K > 6P > 236KK > 88FRRC~j.S > j.H > j.D, c.S > jc, CL j.623H, WS 6S Corner 190 -33 Everyone [4] Hard 2K uses a separate route as its harsher gravity scaling prevents the 5K route from working here. FRC into j.S instead. -
5K or 2K > 6S > 236KK > 22RRC, 665[D], 5K > jc, j.D > adc, j.D, 66c.S > CL 623H, WS 41236H Cornered 234 (190) -33 Everyone [3] Medium 5K 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. -
AA 5K > hjc, j.S > adc, j.S > j.H, c.S > dc, c.S > CL 623H Anywhere 192 (181) 23 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 > jc, j.S > j.D, c.S, c.S > dc, 5K > CL 623H, WS 6S Corner 237 (226) 29 Everyone [3] Medium Still works if only the second hit of 5K connects. Can replace the second c.S with 5K for easier execution. (Outdated) Link
c.S/f.S/2S/6S/j.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c.S > delay f.S, 5K(2) > 6S > 236KK Anywhere 150 24 Everyone [2] Easy f.S will knock the opponent away if not delayed. -
c.S > 2D > CL 623H Anywhere 175 17 Everyone [2] Easy c.S needs to hit point-blank with dashing momentum. Link
c.S > delay 2H > 236K, 2K > 6S~CL 623H Anywhere 182 23 Everyone [3] Medium Delay 2H so that it doesn't launch the opponent. Kara cancel 6S into H Volcanic Viper so that it clean hits. -
c.S > delay f.S > 5H > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 210 -26 Everyone [4] Hard c.S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a 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. Link
c.S > 5H, 665K > jc, j.S > j.H > j.D, 66c.S > CL j.623H, WS 6S Corner 265 33 Everyone [3] Medium Jump cancel a dashing 5K into j.S, then do a dashing c.S as soon as Sol lands. Link
c.S > 6S~CL 623H > FRRC~j.D, j.D, c.S > CL 623H, WS 6S Corner 323 -31 Everyone [4] Hard c.S combo canceled into a Fast Red Roman Cancel with no shifting. FRC H Volcanic Viper into j.D. Delay c.S so that it hits just before the opponent touches the ground such that H Volcanic Viper clean hits. Requires 50% tension. -
CH c.S > 5[D], 2K > 6S~CL 623H Anywhere 202 22 Everyone [3] Medium Charge 5[D] completely after counter hit c.S. Kara cancel 6S into H Volcanic Viper so that it clean hits. -
CH c.S > 5[D], 665K > 6S > 236K, 5K > dc, 5K > CL 623H, WS 6S Corner 270 38 Everyone [3] Medium Charge 5[D] completely after counter hit c.S, then microdash 5K. The opponent should be as high as possible when the first 5K connects. -
CH c.S > jc, CL j.623H, 5K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Corner 320 34 Everyone [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.
CH c.S > jc, CL j.623H, 5K > jc, CL j.623H > 66PRC, 5H > CL 623H, WS 41236H Corner 360 -26 Everyone [4] Hard Counter hit c.S combo canceled into a Purple Roman Cancel shifted forward. Jump cancel the counter hit c.S and do an immediate air clean hit H Volcanic Viper, then catch the opponent with 5K. Must jump cancel the second 5K so that H Volcanic Viper can clean hit. Requires 50% tension. -
f.S or 2S > 5H > 236KK Anywhere 105 (103) 17 (16) Everyone [1] Very Easy Basic confirm. -
f.S, 5K(2) > 6S > 236KK Anywhere 118 18 Everyone [2] Easy Basic link into 5K. Also works off a counter hit 2S starter at close range. -
f.S or 2S > 2H > 236K, 5K(2) > 6S > 214K Anywhere 144 (142) 27 (26) Everyone [2] Easy Close range f.S or 2S combo. -
f.S or 2S > 5H > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 189 (187) -38 Everyone [3] Medium f.S or 2S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a 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. -
f.S or 2S > 5H > 236KK > 22RRC, c.S > 6S > 236K, 5K > 6S~CL 623H, 6S Corner 237 (235) -28 Everyone [3] Medium f.S or 2S combo canceled into a Red Roman Cancel shifted downward. Requires 50% tension. -
f.S or 2S > 5H > 236KK > 22RRC, 665[D], 5K > jc, j.D > adc, j.D, 66c.S > CL 623H, WS 41236H Cornered 228 (226) -29 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 or 2S, 66c.S > delay f.S > 5H > 236KK Anywhere 144 (143) 30 (29) Everyone [2] Easy Microdash after counter hit f.S so that Sol is close enough to use c.S. Counter hit 2S needs to hit point-blank with dashing momentum. -
CH f.S, 214S, c.S > jc, CL j.623H Anywhere 160 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. -
CH f.S or 2S, 66c.S > 5H, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 6S Corner 237 (235) 41 Everyone [3] Medium Dash after counter hit f.S to link into c.S. Counter hit 2S needs to hit point-blank with dashing momentum. Dash after 5H's wall bounce catch the opponent with 5K so that both hits land. -
CH f.S, 665K > 6S~CL 623H > FRRC~j.D, j.D, c.S > CL 623H, WS 6S Corner 290 -28 Everyone [4] Hard Counter hit f.S combo canceled into a Fast Red Roman Cancel with no shifting. FRC H Volcanic Viper into j.D, then use j.D again before reaching the ground. Requires 50% tension. -
CH f.S, 662D > CL 623H > 66FRRC~j.H, j.S > jc j.S > j.H, j.K > j.D, land, 214[S], c.S > CL 623H, WS 6S Cornered 266 -24 Middleweights [4] Hard Corner-to-corner counter hit f.S combo canceled into a Fast Red Roman Cancel shifted forward. f.S needs to hit at close range so that dash 2D can hit close enough for H Volcanic Viper to clean hit. FRC H Volcanic Viper into j.H. Requires 50% tension. -
6S > 236KK Anywhere 89 12 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get. -
6S > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 191 -36 Everyone [3] Medium 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a 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. -
6S > 236KK > 22RRC, 665[D], c.S > jc, j.H > j.D, 665K(1) > CL 623H, WS 6S Corner 233 -35 Everyone [4] Hard 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then jump cancel into j.H. Do a dashing 5K as soon as Sol lands. Requires 50% tension. -
6S > 236KK > 22FRRC~5H, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 6S Corner 249 -32 Everyone [4] Hard 6S corner combo canceled into a Fast Red Roman Cancel shifted downwards. FRC into 5H, then dash as soon as recovery ends into 5K. Kara cancel 6S into H Volcanic Viper so that it clean hits. Requires 50% tension. -
CH 6S > 236K, 66c.S > jc, CL j.623H Anywhere 179 24 Everyone [3] Medium Counter hit 6S combo. Do c.S as soon as Sol lands, 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. -
CH 6S, 66f.S > 5H, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 6S Corner 248 41 Everyone [4] Hard Max range counter hit 6S corner route. Dash in and land f.S before the opponent hits the ground. Kara cancel 6S into H Volcanic Viper so that it clean hits. -
CH 6S, 66c.S > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H Corner 257 36 Everyone [3] Medium Close range counter hit 6S corner route. Jump cancel a dashing c.S into j.S, then do a dashing c.S as soon as Sol lands. -
CH 6S, 66c.S > CL 623H > FRRC~j.D, j.D, c.S > CL 623H, WS 6S Corner 311 -24 Everyone [4] Hard Close range counter hit 6S corner combo canceled into a Fast Red Roman Cancel with no drifting. Dash in and land c.S before the opponent hits the ground. FRC H Volcanic Viper into j.D. Delay c.S so that it hits just before the opponent touches the ground such that H Volcanic Viper clean hits. Requires 50% tension. -
5H/2H/6H/j.H Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5H > 236KK Anywhere 90 12 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get. -
5H > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 202 -34 Everyone [3] Medium 5H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a 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. -
5H > 236KK > 22RRC, 665[D], c.S > jc, j.H > j.D, 665K(1) > CL 623H, WS 6S Corner 243 -36 Everyone [4] Hard 5H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then jump cancel into j.H. Do a dashing 5K as soon as Sol lands. Requires 50% tension. -
5H > 236KK > 22FRRC~5H, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 6S Corner 266 -32 Everyone [3] Medium 5H combo canceled into a Fast Red Roman Cancel shifted downwards. FRC into 5H, then dash as soon as recovery ends into 5K. Kara cancel 6S into H Volcanic Viper so that it clean hits. Requires 50% tension. -
CH 5H > 236K, c.S > delay f.S > 5H > 236KK Anywhere 169 33 Everyone [2] Easy Basic counter hit 5H combo. -
CH 5H > 236K, c.S > 6S~CL 623H Anywhere 186 24 Everyone [3] Medium Kara cancel 6S into H Volcanic Viper so that it clean hits. -
CH 5H, 214S, c.S > 623H Anywhere 190 26 Everyone [3] Medium Only works if 5H hit at close range. Night Raid Vortex as soon as 5H recovers. -
CH 5H > 236K, c.S > 2H > 236K, 5K > 6P > 236KK, WS 41236H Corner 222 42 Everyone [3] Medium Counter hit 5H combo. -
CH 5H, 214S, 5K > 6S > 236K, 5K > 6S~CL 623H, WS 6S Corner 240 37 Everyone [4] Hard Only works if 5H hit at close range. Use Night Raid Vortex as soon as 5H recovers. Kara cancel 6S into H Volcanic Viper so that it clean hits. -
2H > 236K, 5K > 6S > 214K Anywhere 151 24 Everyone [2] Easy Basic 2H combo. -
2H > 236K, c.S > 6S~CL 623H Anywhere 179 21 Everyone [3] Medium Kara cancel 6S into H Volcanic Viper so that it clean hits. -
2H > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 198 -36 Everyone [3] Medium 2H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a 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. -
2H > 236K, 5K > jc, j.S > j.H > j.D, 66c.S > 623H, WS 41236H Corner 243 32 Everyone [3] Medium 2H corner combo. Used for normal hit, counter hit, and anti-air routes. Remove j.S against lightweights or if 2H was a counter hit/anti-air for more damage. Swap c.S for 2K against heavyweights. -
2H > 236K > 22FRRC~c.S > 5[D], 665K > dc, 5K > CL 623H, WS 6S Corner 272 -32 Everyone [3] Medium 2H combo canceled into a Fast Red Roman Cancel shifted downward. FRC Bandit Revolver into c.S, then charge 5[D] completely. Microdash into 5K as soon as 5[D]'s recovery ends. Requires 50% tension. -
AA 2H > 236P, 214[S], 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. -
CH 2H > 214P, 214S, c.S > jc, CL j.623H Anywhere 183 27 Everyone [4] Hard As soon as 2H connects, cancel into Gun Flame (Feint) and once it's recovery ends, do 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. -
6H > FRC~6H Anywhere 112 -50 Everyone [2] Easy 6H canceled into a Fast Roman Cancel. Requires 50% tension. -
CH 6H, 214[S], 2K > 6S > 236KK Anywhere 166 29 Everyone [3] Medium Counter hit 6H combo. Works at max range if 6S is skipped. -
CH 6H, 214[S], c.S > jc, CL j.623H Anywhere 198 27 Everyone [3] Medium 6H must connect at close range. 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. -
CH 6H, 214[S], 665K > 6S > 236K, 5K > 6S > WS 214P, 41236H Corner 230 39 Everyone [3] Medium Counter hit 6H corner combo. Works at max range. -
CH 6H, 665K > jc, j.S > j.H > j.D, c.S > 623H, WS 41236H Corner 279 33 Everyone [3] Medium Close range counter hit 6H combo. As soon as 6H recovers, dash into 5K and jump cancel it into j.S. The moment Sol lands, press c.S. -
5D/2D/j.D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
2D > 236KK Anywhere 83 11 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get. -
2D > CL 623H Anywhere 141 11 Everyone [1] Very Easy 2D needs to hit point-blank. -
2D > CL 623H or 236KK > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 235 (173) -38 Everyone [3] Medium 2D combo canceled into a Red Roman Cancel shifted downwards. 2D needs to hit point-blank to use H Volcanic Viper. Charge 5[D] completely, then do c.S into a 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. -
2D > CL 623H > 66FRRC~j.H, j.H, 5K > dc, 5K > 6S~CL 623H Anywhere 256 -38 Everyone [4] Hard 2D combo canceled into a Fast Red Roman Cancel shifted forward. 2D needs to hit at point-blank range in order to use H Volcanic Viper. FRC H Volcanic Viper into j.H. j.H's second hit will whiff on lightweights but using the second j.H early will allow the combo to work regardless. Catch the opponent as high as possible with the first 5K while landing both hits. Kara cancel 6S into H Volcanic Viper so that it clean hits. Requires 50% tension. -
2D > CL 623H > 66FRRC~j.H, j.H, 5K > dc, 5K > CL 623H, WS 6S Corner 295 -35 Everyone [4] Hard 2D corner combo canceled into a Fast Red Roman Cancel with no shifting. Essentially the same as the mid-screen version but with a wall break and kara canceling isn't needed to make H Volcanic Viper clean hit. Requires 50% tension. (Outdated) Link
CH 2D, c.S > jc, j.623H Anywhere 160 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. -
CH 2D > 236K, 214S, 2K > 6S~CL 623H Anywhere 148 25 Everyone [4] Hard Works even if 2D hit at max range range. Kara cancel 6S into H Volcanic Viper so that it clean hits. -
CH 2D > 236K, 665K > jc, j.S > j.H > j.D, 66c.S > CL j.623H, WS 41236H Corner 223 32 Everyone [3] Medium Counter hit 2D corner combo. Jump cancel a dashing 5K into j.S, then do a dashing c.S as soon as Sol lands. -
5D > 66FRRC~c.S > jc, CL j.623H Anywhere 127 -44 Everyone [2] Easy Uncharged 5D canceled into a Fast Red Roman Cancel shifted forwards. FRC into c.S then jump cancel 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. -
5D > 66FRRC~c.S > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H Corner 184 -38 Everyone [3] Medium Uncharged 5D canceled into a Fast Red Roman Cancel shifted forwards. FRC into c.S and jump cancel it into j.S, then do a dashing c.S as soon as Sol lands. Requires 50% tension. -
5[D] > 8 > j.D > jc, j.D > j.S > j.D > j.S > jc, (j.K) > j.DD Anywhere 225 (230) 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 Sol used 5[D] while cornered. Link
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
6D or 4D > 66FRRC~c.S > CL 623H Anywhere 132 -40 Everyone [3] Medium Throw canceled into a Fast Red Roman Cancel shifted forwards. FRC throw into c.S. Immediately cancel c.S into H Volcanic Viper so that it clean hits. Requires 50% tension. -
6D > 66PRC, 66c.S > jc, j.D > adc, j.D, 66c.S > CL 623H, WS 41236H Starting 185 -48 Everyone [3] Medium Throw canceled into a Purple Roman Cancel shifted forwards. Requires 50% tension. -
6D > PRC, 66c.S > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H Corner 183 -48 Everyone [3] Medium Throw canceled into a Purple Roman Cancel with no shifting. Requires 50% tension. -
4D > PRC, 66c.S > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H Cornered 183 -48 Everyone [3] Medium Throw canceled into a Purple Roman Cancel with no shifting. Requires 50% tension. -
j.6D or j.4D > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 132 -40 Everyone [3] Medium Air throw canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a 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 > 66FRRC~j.S(0), 5K > dc, 5K > 6S~CL 623H Anywhere 134 -40 Everyone [4] Hard Air throw canceled into a Fast Red Roman Cancel shifted forwards. FRC air throw into j.S. Catch the falling opponent with 5K then dash cancel into another 5K. Kara cancel 6S into H Volcanic Viper so that it clean hits. Requires 50% tension. -
j.6D > FRRC~j.D > jc, j.D, c.S > CL 623H, WS 41236H Corner 186 -36 Everyone [3] Medium Air throw canceled into a Fast Red Roman Cancel with no shifting. FRC air throw into j.D. Requires 50% tension. -
j.4D > FRRC~j.D > jc, j.D, c.S > CL 623H, WS 41236H Cornered 186 -36 Everyone [3] Medium Air throw canceled into a Fast Red Roman Cancel with no shifting. FRC air throw into j.D. Requires 50% tension. -
Special Move Starters
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. -
236P, 665K(2) > 6S > 214K Anywhere 98 (93) 16 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 Anywhere 126 18 Everyone [3] Medium Long range Gun Flame combo. -
CH 236K, c.S~CL 623H Anywhere 145 15 Everyone [3] Medium Counter hit Bandit Revolver combo. -
CH 236K, c.S > 5H, 665K > jc, j.S > j.H > j.D, 662K > CL 623H, WS 41236H Corner 223 35 Everyone [3] Medium Counter hit Bandit Revolver corner combo. -
236KK > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 169 -43 Everyone [3] Medium Bandit Revolver follow-up canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a 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. -
236KK > 66PRC, CL j.623H, 5K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Starting 291 -42 Everyone but Heavyweights [3] Medium Bandit Revolver follow-up canceled into a Purple Roman Cancel shifted forward. Jump cancel 5K into j.S, then delay j.D so that Sol can catch the opponent with 2K. Requires 50% tension. -
CH 236KK, 5K > 6S > 214K Anywhere 122 19 Everyone [2] Easy Counter hit Bandit Revolver follow-up combo. -
CH 236KK, 5K > jc, j.S > j.H > j.D, 662K > CL 623H Corner 177 20 Everyone [3] Medium Counter hit Bandit Revolver follow-up corner combo. -
214K, 6H Anywhere 91 13 Everyone [1] Very Easy Basic Bandit Bringer confirm. -
214K > 22RRC, 66c.S > CL 623H Anywhere 143 -42 Everyone [3] Medium Bandit Bringer combo canceled into a Red Roman Cancel shifted downwards. Requires 50% tension. -
214K > 22RRC, 66c.S > jc, j.S > j.H > j.D > CL j.623H, WS 41236H Corner 209 -41 Everyone [3] Medium Bandit Bringer combo canceled into a Red Roman Cancel shifted downwards. Requires 50% tension. -
CH 214K, 665K > 6S > 214K Anywhere 140 24 Everyone [2] Easy Counter hit Bandit Bringer combo. -
CH 214K, 665K > jc, j.S > (j.H) > j.D > 662K > CL 623H, WS 41236H Corner 228 (232) 29 Everyone [3] Medium Counter hit Bandit Bringer corner combo. If a lightweight or middleweight only takes one hit from j.H, omit it for more damage. You must use j.H against heavyweights. -
623K > RRC, 66c.S > jc, j.S > CL j.623H Anywhere 162 -38 Everyone [3] Medium Wild Throw canceled into a Red Roman Cancel. Requires 50% tension. -
623K > 66RRC, 66c.S > jc, j.D > adc, j.D > CL j.623H, WS 41236H Midscreen 205 -38 Everyone but Heavyweights [3] Medium Wild Throw canceled into a Red Roman Cancel shifted forward. Requires 50% tension. -
623K > RRC, 66c.S > jc, j.D > adc, j.D > CL j.623H, WS 41236H Corner 205 -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, 66j.S > j.H > j.D > CL j.623H, WS 41236H Cornered 202 -38 Everyone [3] Medium Wild Throw canceled into a Red Roman Cancel with no shifting. Requires 50% tension. -
214S, c.S > CL 623H Anywhere 159 16 Everyone [2] Easy Basic Night Raid Vortex confirm. -
214S, 665K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Corner 212 30 Everyone [3] Medium Night Raid Vortex corner combo. Jump cancel 5K into j.S, then delay j.D so that Sol can catch the opponent with 2K. -
CH 214S, 66c.S > 5[D], 5K > dc, 5K > 6S~CL 623H Anywhere 183 27 Everyone [4] Hard Counter hit Night Raid Vortex corner combo. Microdash 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. -
CH 214S, 66c.S > 5[D], 66c.S > jc, j.S > j.H > j.D > 66c.S > CL 623H, WS 41236H Corner 220 33 Everyone [3] Medium Counter hit Night Raid Vortex corner combo. Jump cancel a dashing c.S into j.S, then do a dashing c.S as soon as Sol lands. -
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], c.S > jc, CL j.623H Anywhere 218 -44 Everyone [3] Medium H Volcanic Viper combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a 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. -
CL 623H > 66FRRC~j.H, j.H > CL j.623H Anywhere 230 -44 Everyone but Potemkin and Leo [3] Medium H Volcanic Viper combo canceled into a Fast Red Roman Cancel shifted forward. FRC H Volcanic Viper into j.H. Will land on the opposite side of the opponent against heavyweights. Requires 50% tension. -
CL 623H > 22RRC, 66c.S > jc, j.S > j.H > j.D > 66c.S > CL 623H, WS 41236H Corner 261 -43 Everyone [3] Medium H Volcanic Viper canceled into a Red Roman Cancel shifted downwards. Jump cancel a dashing c.S into j.S, then do a dashing c.S as soon as Sol lands. Requires 50% tension. -
41236H, 214[S], 2K > 6S > 236KK Anywhere 148 25 Everyone [2] Easy Basic Fafnir confirm. -
41236H, 214[S], 2K > 6S~CL 623H Anywhere 159 20 Everyone [4] Hard Fafnir must connect at close range. Kara cancel 6S into H Volcanic Viper so that it clean hits. -
41236H, 66c.S > jc, j.S > j.H > j.D > 662K > CL 623H Corner 228 27 Everyone [3] Medium Max range Fafnir corner combo. Jump cancel a dashing c.S into j.S, then do a dashing 2K as soon as Sol lands. -
CH 41236H, 214[S], c.S > CL 623H Anywhere 170 26 Everyone [3] Medium Counter hit Fafnir confirm. -
CL 632146H > 22RRC, 665[D], c.S > jc, CL j.623H Midscreen 318 (292) -98 Everyone [3] Medium Tyrant Rave canceled into a Red Roman Cancel shifted downwards. Deals more damage if the super clean hits. Charge 5[D] completely, then do c.S into a 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(0) or 22FRRC~5P(0), 665[D], c.S > CL 623H, 666H Anywhere 360 -98 Everyone [4] Hard Heavy Mob Cemetery canceled into a Red Roman Cancel shifted downwards. Must delay the RRC so that the shockwave whiffs or FRC with 5P to prevent RRC shockwave. Charge 5[D] completely, catching the opponent as they fall. Requires 100% tension. -
214214H > 22RRC(0) or 22FRRC~5P(0), 665[D], c.S > jc, j.D > adc, j.D, c.S > CL 623H, WS 6S Corner 388 -97 Everyone [5] Very Hard Heavy Mob Cemetery canceled into a Red Roman Cancel shifted downwards. Must delay the RRC so that the shockwave whiffs or FRC with 5P to prevent RRC shockwave. Must run under the opponent before using 5[D] or else you can't get a Wall Break. Charge 5[D] completely, catching the opponent as they fall. Requires 100% tension. -

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