GGST/Sol Badguy/Combos

From Dustloop Wiki
< GGST‎ | Sol Badguy
Revision as of 13:18, 18 July 2021 by Yugora (talk | contribs) (Added some videos to first combo table)



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 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.

Off of 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 a Roman Cancel is available, Bandit Revolver can be RRC'd for more damage. The optimal follow-up depends on Sol's spacing from the corner. If Sol's back is to the corner, RC drift downward and micro-dash 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 oki. If Sol is mid-screen or approaching the corner, fast RRC Bandit Revolver into j.D, then catch the opponent with 5K for a powerful wall break combo. If the opponent is cornered, you can instead aim to fast RRC H Volcanic Viper for massive damage, though the execution on these routes are stricter and some may not work on heavy-weights.

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.

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.
  • 6H enders after a hard knockdown can be removed for less damage but better okizeme.
  • All wall splats can be followed up with 6S instead of Fafnir for easier execution and negligible damage loss.
  • All wall splats 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 9 Everyone [1] Very Easy 5P or 2P stand confirm.
AA 5P > 6S > 214K, 6H Anywhere 117 (111) 20 Everyone [2] Easy Basic anti-air 5P combo.
6P > 623S Anywhere 67 8 Everyone [1] Very Easy 6P must connect at close range.
5K > 6S > 236K Anywhere 111 (83) 15 Everyone [1] Very Easy Basic 5K confirm.
AA 5K > jc, j.S > j.214K, 6H Anywhere 126 (115) 16 Everyone [1] Very Easy Still works if only the second hit of 5K connects.
2K > 2D > 214K Anywhere 74 15 Everyone [1] Very Easy Basic 2K combo.
c.S > delay f.S > 5H > 236K Anywhere 140 22 Everyone [1] Very Easy f.S will knock the opponent away if not delayed.
c.S > 5H, 665K > 6S, 5K > 6S > 214K, WS 6H Corner 252 37 Everyone [2] Easy Basic c.S corner combo.
236P, 6H Anywhere 75 11 Everyone [1] Very Easy Basic Gun Flame combo.
236P, 665K > 6P, 5K > 6S > 214K, WS 6H Corner 177 27 Everyone [2] Easy Basic Gun Flame corner combo.
214S, c.S > 2H > 214K, 6H Anywhere 154 26 Everyone [1] Very Easy Basic Night Raid Vortex confirm.
214S, 5K > 6P, 5K > 6S > 214K, WS 6H Corner 205 28 Everyone [2] Easy Basic Night Raid Vortex corner combo.
41236H, 214[S], 2K > 6S > 236K Anywhere 148 25 Everyone [2] Easy Basic Fafnir confirm.
41236H, 665K > 6P, 5K > 6S > 214K, WS 6H Corner 222 30 Everyone [2] Easy Basic Fafnir corner combo.
... > RRC, 66c.S > 2H > 214K, 6H Anywhere - - Everyone [2] Easy Basic Red Roman Cancel combo. Requires 50% tension.
... > RRC, 66c.S > dc, 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 86 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 > 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. Only works on crouch. Link
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. Link
5P > 6S > 236K > 66FRRC~j.D, 665K > 6P > CL 623H, WS 41236H/6S Corner 206 -30 Everyone [3] Medium 5P crouch confirm combo canceled into a Fast Red Roman Cancel shifted forward. FRC Bandit Revolver into j.D, then dash into 5K as soon as Sol lands. 6S is more consistent but gives 2 less damage. Requires 50% tension. -
5P/2P > 6P > 236P, 665K > 6P > CL 623H, WS 41236H/6S 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. Link
5P/2P > 6P > CL 623H > FRRC~j.D, j.D, c.S > CL 623H, WS 6S Corner 242 (236) -33 Everyone, but Leo and Nagoriyuki [4] Hard 5P or 2P combo canceled into a Fast Red Roman Cancel. 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. Link
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/6S Corner 185 29 Everyone [3] Medium Will still work if only the second hit of the first 5K connected. Link
6P > 623S Anywhere 67 8 Everyone [1] Very Easy 6P must connect at close range. Link
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. Link
6P > 236P, 665K > 6S > 236K Corner 130 19 Everyone [2] Easy 6P must connect at close range. Link
6P > CL 623H > 66FRRC~j.S > j.H, j.D > CL 623H/j.623H, WS 41236H/6S Corner 292 -37 Everyone [3] Medium 6P combo canceled into a Fast Red Roman Cancel shifted forward. FRC H Volcanic Viper into j.S. Delay j.D so that it hits a little before Sol touches the ground so that H Volcanic Viper clean hits. Requires 50% tension. Link
5K/2K/j.K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
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 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 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 > 66FRRC~j.D, 665K > 6P > CL 623H, WS 41236H Corner 246 (202) -29 Everyone [3] Medium 5K combo canceled into a Fast Red Roman Cancel shifted forward. Opponent must be crouching for 2K > 6S to combo. FRC Bandit Revolver into j.D, then dash into 5K as soon as Sol lands. Requires 50% tension. -
5K/2K > 6P > CL 623H > FRRC~j.D, j.D, c.S > CL 623H, WS 6S Corner 287 (233) -32 Everyone [4] Hard 5K combo canceled into a Fast Red Roman Cancel. 2K starter won't work against Leo and Nagoriyuki. 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. -
AA 5K > hjc > 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 > dc, 5K > 6S (or 6P) > 236K, 5K > 6P > CL 623H, WS 41236H Corner 241 (224) 33 Everyone [3] Medium If only the second hit of the initial 5K connected, replace 6S with 6P. -
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 > 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 > 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. -
c.S > 6P > CL 623H > FRRC~j.D, j.D, c.S > CL 623H, WS 6S Corner 314 -29 Everyone [4] Hard c.S combo canceled into a Fast Red Roman Cancel. Can replace 6P with 5H if Sol has dash momentum. 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], 665K > dc, 5K(1) > CL 623H, 666H Anywhere 227 27 Everyone [3] Medium Charge 5[D] completely after counter hit c.S, then micro-dash 5K. Must hit only with the first hit of final 5K, otherwise H Volcanic Viper won't clean hit. -
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 > 6S~CL 623H, WS 6S Corner 327 40 Everyone, but Leo, Potemkin, and Nagoriyuki [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. The moment Sol lands after Bandit Revolver, press 5K. Kara-cancel 6S into H Volcanic Viper so that it clean hits. -
CH c.S > jc > CL j.623H, 5K > 6P, 665K > 6P > CL 623H, WS 41236H Corner 319 38 Everyone [5] Very Hard Variant of the previous combo that also works on heavy weights. 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/2S > 5H > 236K Anywhere 113 (103) 18 Everyone [1] Very Easy Basic confirm. -
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. Also works off a counter hit 2S starter at close range. -
f.S/2S > 5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 218 (199) -30 Everyone [3] Medium f.S or 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. -
f.S/2S > 5H > 236K > 66FRRC~j.D, 665K > 6P > CL 623H, WS 41236H Corner 260 (242) -27 Everyone [3] Medium f.S or 2S combo canceled into a Fast Red Roman Cancel shifted forward. FRC Bandit Revolver into j.D, then dash into 5K as soon as Sol lands. Requires 50% tension. -
CH f.S/2S, 66c.S > delay f.S, 5K(1) > 6S > 236K Anywhere 164 (149) 31 Everyone [2] Easy Micro dash 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 > CL 623H, 666H Anywhere 197 29 Everyone [3] Medium Use Night Raid Vortex as soon as f.S recovers. -
CH f.S/2S, 66c.S > 5H > 236K, 5K > 6P > CL 623H, WS 41236H Corner 260 (242) 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. 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. -
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 623H, 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 Video
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. -
2H > 236K > 66FRRC~j.D, 665K > 6P > CL 623H, WS 41236H Corner 259 -30 Everyone [3] Medium 2H combo canceled into a Fast Red Roman Cancel shifted forward. FRC Bandit Revolver into j.D, then dash into 5K as soon as Sol lands. Requires 50% tension. -
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 > FRC~6H Anywhere 112 -50 Everyone [2] Easy 6H canceled into a Fast 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 Video
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 > CL 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 Volcanic Viper 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 > CL 623H > FRRC~j.D, j.D, c.S > CL 623H, WS 6S Corner 294 -33 Everyone [4] Hard 2D combo canceled into a Fast Red Roman Cancel. 2D needs to hit at point-blank range in order to use H Volcanic Viper. 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 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 cinematic camera angle when landing the first 5K, H Volcanic Viper will not wall splat, so be sure to delay it slightly. -
5D > 66FRRC~c.S > CL 623H, 666H Anywhere 145 -43 Everyone [2] Easy Uncharged 5D canceled into a Fast Red Roman Cancel shifted forwards. Delay H Volcanic Viper after c.S so that it clean hits. Requires 50% tension. -
5D > 66FRRC~5K > 236K, 5K > 6P > CL 623H, WS 6S Corner 182 -39 Everyone [3] Medium Uncharged 5D canceled into a Fast Red Roman Cancel shifted forwards. 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. -
5[D] > 8 > j.D > jc > j.D > j.S > j.D > j.S > jc > (j.K) > j.DD Anywhere 225 (230) 22 Everyone [2] Easy 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. -
6D > 66FRRC~c.S > CL 623H, 666H Anywhere 145 -39 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 > 66FRRC~5K > 6P, 5K > 6P > CL 623H, WS 41236H Corner 180 -36 Everyone [3] Medium Throw canceled into a Fast Red Roman Cancel shifted forwards. FRC throw 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 > 66FRRC~j.S(0), 5K > dc, 5K > 6S~CL 623H, 666H Anywhere 144 -37 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 6S Corner 184 -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 > 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 > 66FRRC~j.D, 665K > 6P, 665K > 6P > CL 623H, WS 6S Corner 253 -37 Everyone [3] Medium Bandit Revolver canceled into a Fast Red Roman Cancel shifted forward. FRC Bandit Revolver into j.D, then dash into 5K as soon as Sol lands. Requires 50% tension. -
623K > FRC~6H Anywhere 140 -50 Everyone [2] Easy Wild Throw canceled into a Fast 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 downwards. 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. -
CH 214S, 66c.S > 5[D], 665K > 6P > CL 623H, WS 41236H Corner 243 33 Everyone [4] Hard Counter hit Night Raid Vortex corner combo. Micro dash into c.S, charge 5[D] completely, then micro dash again and use 5K. -
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 downwards. 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 Midscreen 335 (311) -98 Everyone Medium Tyrant Rave canceled into a Red Roman Cancel shifted backwards. 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) 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. -

Navigation

Template:Navbar-GGST