GGST/Sol Badguy/Combos

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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/j.P Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 5P > 5P > 5P > 6H Anywhere 86 17 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.
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 Volcanic Viper clean hits. Requires 50% tension.
5P (or 2P) > 6P > 236P, 665K > 6P > CL 623H, 6S Corner 175 (170) 26 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.
5P > 6S > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, 6S Corner 192 -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.
AA 5P > 6S > 236K(1), 5K > 6S > 236K Anywhere 124 25 Everyone [3] Medium Bandit Revolver will fail to whiff the second hit if the opponent wasn't high enough when 5P hit.
AA 5P > 6S > 236P, 665K > dc, 5K > 6P > CL 623H, 6S Corner 184 28 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 Volcanic Viper clean hits. Requires 50% tension.
6P > CL 623H > 22RRC, 66c.S > dc, c.S > 6P > CL 623H, 6S Corner 266 -40 Everyone [3] Medium 6P canceled into a Red Roman Cancel shifted backwards. Catch the opponent at c.S's max vertical range, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
5K/2K/j.K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K (or 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 > 6S > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 207 -32 Everyone [3] Medium 5K combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
5K (or 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 > 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 (or 2K) > 6P > 236P, 665K > 6P > CL 623H, 6S Corner 210 (170) 27 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 > 6S > 236K > 22RRC, 665[D], c.S > dc, c.S > CL 623H, 6S Corner 237 -32 Everyone [4] Hard 5K 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.
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.
AA 5K > sjc > j.S > adc > j.S > j.H, c.S > dc, c.S > 6P > CL 623H, 666H Corner 232 (222) 25 Everyone [4] Hard Still works if only the second hit of 5K connects.
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, 66H 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 Volcanic Viper won't clean hit.
c.S > delay f.S > 5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 66H Anywhere 219 -25 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 Volcanic Viper clean hits. Requires 50% tension.
c.S > 5H, 665K > jc > j.K > adc > j.K > j.D > CL j.236H, 6S Corner 253 29 Everyone [3] Medium Volcanic Viper must be delayed after j.D so that it clean hits.
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, 66c.S > 5H, 665K > dc > 5K > 6P > CL 236H, 6S Corner 265 36 Everyone [4] Hard Dash after counter hit c.S to link into another c.S. Both hits of 5K must connect or else a wall break will not occur.
CH c.S > jc > CL j.623H, 5K > 6S > 236P, dash 5K > 6S > 214P, 41236H Corner 297 40 Everyone [5] Very Hard Jump cancel the counter hit and do an immediate air clean hit H Volcanic Viper, then catch the opponent with 5K. Still works if only the second hit of the second 5K connects.
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 Volcanic Viper clean hits. Requires 50% tension.
f.S > 5H > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, 6S Corner 244 -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, 665K > dc > 5K > 6P > CL 236H, 6S Corner 257 35 Everyone [3] Medium Dash after counter hit f.S to link into c.S. Both hits of 5K must connect or else a wall break will not occur.
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 Volcanic Viper clean hits. Requires 50% tension.
2S > 5H > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, 6S Corner 226 -29 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 Volcanic Viper clean hits. Requires 50% tension.
6S > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, 6S Corner 238 16 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 The amount of charge needed for Night Raid Vortex varies depending on Sol's spacing.
CH 6S > 236P, 214[S], c.S > 6P > CL 236H, 6S Corner 206 33 Everyone [3] Medium Counter hit 6S corner route. Works from max range.
CH 6S, 665K > jc > j.K > j.D > adc > j.K > j.D > 623H, 6S Corner 244 30 Everyone [3] Medium Counter hit 6S corner route. Needs to connect at close range.
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 Volcanic Viper clean hits. Requires 50% tension.
CH 5H > 214K, 6H Anywhere 144 22 Everyone [1] Very Easy Basic counter hit 2H combo that works at max range.
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, 66H Anywhere 151 27 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 Volcanic Viper clean hits. Requires 50% tension.
2H > 236P, dash 5K > 6P, 5K > 6S > 236P, 41236H Corner 209 33 Everyone [3] Medium 5K must reach full dash speed so that Sol slides during Gun Flame.
AA 2H > 236P, 214[S], c.S > CL 623H, 666H Anywhere 182 28 Everyone [3] Medium Will drop if the opponent wasn't high enough when they got anti-aired.
AA 2H > 236P, 214[S], c.S > CL 623H, 6S Corner 214 30 Everyone [3] Medium Will drop if the opponent wasn't high enough when they got anti-aired.
CH 2H > 214K, 6H Anywhere 137 22 Everyone [1] Very Easy Basic counter hit 2H combo that works at max range.
CH 2H > 214P, 214S, c.S > CL 623H, 666H Anywhere 205 31 Everyone [3] Medium As soon as 2H connects, cancel into Gun Flame Feint. As soon as that move ends, do Night Raid Vortex.
CH 2H > 236P, 66c.S > jc > j.H, j.D > CL j.623H, 6S Corner 242 32 Everyone [3] Medium Dash immediately after Gun Flame and use c.S.
6H > FPRC, 6H Anywhere 112 -50 Everyone [2] Easy 6H canceled into a fast Purple Roman Cancel. Requires 50% tension.
CH 6H, 665K > 6S > 214K, 6H Anywhere 199 30 Everyone [2] Easy 6H must connect at close range. Still works if only the second hit of 5K connects.
CH 6H, 6S > 66RRC, 665[D], 66c.S > CL j.623H, 666H Anywhere 240 -32 Everyone [3] Medium Counter hit 6H combo canceled into a Red Roman Cancel shifted forwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
CH 6H, 665K > jc > j.K > j.D > adc > j.K > j.D > 623H, 6S Corner 268 29 Everyone [3] Medium 6H must hit at close range.
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(or S) > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere (250) 186 13 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.S so that Volcanic Viper clean hits. 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 (152) 26 Everyone [2] Easy 2D needs to hit at close range.
CH 2D, 665K > 6S > 236P, 665K > 6P > CL 623H, 6S Corner 221 33 Everyone [4] Hard 2D needs to hit at close range.
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 Volcanic Viper clean hits. Requires 50% tension.
5D > 44RRC, 665[D], 66c.S > dc, c.S > 6P > CL 623H, 6S Corner 169 -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.
[5D] > hjc > j.D > jc > j.D > j.S > j.D > j.S > jc > j.DD Anywhere 225 22 Everyone [2] Easy Charged 5D combo.
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 Volcanic Viper clean hits. Requires 50% tension.
6D > 44RRC, 665[D], 66c.S > dc, 5K > 6P > CL 623H, 6S Corner 172 -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 Volcanic Viper clean hits. Requires 50% tension.
j.6D > 22RRC, 665[D], 66c.S > dc, 5K > 6P > CL 623H, 6S Corner 172 -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, 665K(2) > 236K Anywhere 78 13 Everyone [1] Very Easy Gun Flame needs to hit point-blank with dashing momentum.
236P, 665K(2) > 6S > 214K, 6H Anywhere 118 22 Everyone [2] Easy "Run Flame" combo off the second or later flame column.
236P, 214[S], c.S > CL 623H, 666H Anywhere 136 22 Everyone [3] Medium Long range Gun Flame combo.
236P, 5K > jc > j.K > j.D, 665K > 6P > CL 623H, 6S Corner 188 33 Everyone [3] Medium Gun Flame needs to hit point-blank.
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 Volcanic Viper clean hits. Requires 50% tension.
236K > 22RRC, 665[D], c.S > jc > j.H, j.D, 6P > CL 623H, 6S Corner 241 -41 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 Volcanic Viper clean hits. 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, 66c.S > CL 623H, 666H Anywhere 160 -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 j.623H, 6S Corner 214 -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, c.S > CL 623H > 22RRC, 66c.S > CL 623H, 666H Anywhere 228 -32 Everyone [3] Medium Night Raid Vortex combo canceled into a Red Roman Cancel shifted downward. Requires 50% tension.
214S, 5K > 6S > 236P, dash 6P > CL 623H, 6S Corner 214 28 Everyone [3] Medium Must do 6P with dash momentum, then time Volcanic Viper so that it clean hits.
41236H, 214[S], 2K > 6S > 236K Anywhere 148 25 Everyone [2] Easy Basic Fafnir confirm.
41236H, 44RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 197 -40 Everyone [3] Medium Fafnir combo canceled into a Red Roman Cancel shifted backward. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
41236H, 214[S], c.S > 6P > CL 623H, 6S Corner 226 29 Everyone [3] Medium Fafnir corner combo. Can replace c.S with 5K for easier execution.
CH 41236H, 214[S], c.S > CL 623H, 666H Anywhere 198 29 Everyone [3] Medium Counter hit Fafnir confirm.
CH 41236H, 66c.S > 6S > 236P, 6P > CL 623H, 6S Corner 239 34 Everyone [3] Medium Counter hit Fafnir corner combo. Can replace c.S with 5K for easier execution.
CL 623H, 666H Anywhere 155 9 Everyone [1] Very Easy Only works if Volcanic Viper was a clean hit.
CL 623H > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 234 -44 Everyone [3] Medium Volcanic Viper combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. 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 TR clean hits. Charge 5[D] completely, then micro dash into c.S so that 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.

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