< GGXRD-R | Sol Badguy
Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
If you wish to discuss any of the combos listed here, please consult the (Xrd) Sol Badguy Combo Thread topic on Dustloop.
Special/Overdrive Abbreviations |
---|
|
Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Damage and Tension Gain values listed for combos with interchangeable combo parts assume the variation with the highest value unless otherwise stated.
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5K > c.S > 2D > BR or [HSVV -> TO] | [1] Midscreen | 094/106 | 14/19% | All | [1] Very Easy | Omit BR/HSVV if it won't reach. |
_ | 5K > c.S > 2D > BR (RC) > air dash (delay) j.S > j.K > delay j.D ▷ dash j.K > j.S (JC) > j.S > j.D > (delay) j.VV -> TO | [1] Midscreen | 148 | -50% / 19% | All | [3] Medium | On KY and LE, you must delay before the air dash. |
_ | 5K > c.S > 5HS/2D > GF (RC) > f.S/5HS > BB, dash 5K/c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO | [1] Midscreen | 179 | -50% / 14% | All | [3] Medium | Can't use 5HS after GF (RC) if 2D was used. |
_ | 5K > c.S > 2D > GV (no mash) | [1] Midscreen | 097 | 17% | DI, JA, MA, MI, RA | [1] Very Easy | Range leniency: DI = RA > JA = MI > MA. |
_ | air hit 5K (JC) > j.K (JC) > j.HS > j.VV -> TO | [1] Midscreen | 104 | 19% | All | [2] Easy | Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox. |
_ | air hit 5K (HJC) > j.P > j.S > j.HS > j.VV -> TO | [1] Midscreen | 105 | 19% | All | [2] Easy | Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox. |
_ | air hit 5K > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO | [1] Midscreen | 138 | 22% | All | [2] Easy | Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox. |
_ | air hit 5K (JI) > 2HS (HJC) > j.S > j.K > j.S (JC) > j.S > j.HS > j.VV -> TO | [1] Midscreen | 149 | 23% | All | [3] Medium | Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox. |
_ | 5K/c.S > 6P > 5HS (JC) > IAD j.P > j.HS(1) > j.HSVV -> TO | [1] Midscreen | 146 | 21% | All | [3] Medium | On JC, if HJC is performed instead of JC, j.HS must hit twice to land TO. |
_ | dash 5K/c.S > 6P > 5HS/2HS (HJC) > SJ-IAD j.K > (j.D) > j.VV -> (delay) TO | [1] Midscreen | 160 | 22% | All except RV | [4] Hard | On DI, you must omit j.D to land TO. On EL, you must use j.SVV and delay TO. On RA, omit j.D, use j.SVV and delay TO. |
_ | 5K/c.S > 5HS > GV | [1] Midscreen | 151 | 17% | All | [1] Very Easy | |
_ | 5K/c.S > 5HS > GV (RC) ▷ dash 5K/c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.SVV -> TO | [1] Midscreen | 222 | -50% / 20% | All | [2] Easy | |
_ | 5K/c.S > 5HS (JI) > GV (RC) > air backdash ▷ BB, Fafnir, dash GF, 2HS > HSVV -> TO | [2] Near-Corner | 250 | -50% / 21% | All | [4] Hard | |
_ | 5K/c.S > 6P > (delay GF) > (delay) 5HS/2HS (JC) > j.D, falling j.D ▷ (delay) Fafnir, dash 6P > delay 5HS/2HS (JC) > j.D > Kudakero ▷ 6P > (delay) 6HS/BR or [5HS > HSVV -> TO] | [3] Corner | 219/221 (228) | 38/44% (40%) | All | [3] Medium | If adding delay GF, you must use 6HS/BR ender. On CH, use max delays possible. On IN, MA and MI, perform the first 5HS immediately, then delay JC before j.D. |
- Any combo starting from a ground hit 5K or c.S that is not canceled into either 5HS or a jump can also be performed off a 2K.
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5D > Homing Jump > j.D > j.D > j.K > j.S > j.D (JC) > j.K > j.S > j.D > j.VV -> TO | [1] Midscreen | 126 | 29% | All except BE* | [2] Easy | On KY, RA and ZT, you must perform j.SVV to land TO. *On BE, omit the second j.K. |
_ | 5D > Homing Dash > 6HS > GF, ((dash) 5K/c.S) > HSVV -> TO | [1] Midscreen | 097 | 22% | All except VE* | [2] Easy dash 5K/c.S: [3] Medium |
On KY and MA, walk before pressing 5K/c.S. On DI, EL, IN, JA, JC and SI, use dash 5K/c.S. On CH, MI and RA, you must use dash 5K. On BE, KU and PO, omit (dash) 5K/c.S. *On VE, replace 6HS with 5HS. |
_ | 5D > Homing Dash > 2HS > (delay) 6HS > BB, Fafnir, dash 6P > delay 5HS/2HS (JC) > j.D > Kudakero ▷ 6P > (delay) 6HS/BR or [5HS > HSVV -> TO] | [3] Corner | 176/179 | 39/45% | All except FA*, IN* | [3] Medium | On IN, RA and VE, use max delay 2HS after dash 6P. *On FA and IN, replace (delay) 6HS with 2HS > 5HS. |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | Blitz (max charge), dash 5HS/2HS > GF, (dash) 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> (delay) TO | [1] Midscreen | 218 | -25% / 27% | All | [2] Easy | Wait until opponent enters crouching state before landing the first 5HS/2HS. Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox. |
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5D > Homing Dash > IK Mode (Gold), IK | [1] Midscreen | Opponent at ≤20% (match point) | -50% (-All) / 02% | All | [1] Very Easy | |
_ | WT, IK Mode (Gold), IK WT (RC) > IK Mode (Gold), IK | [1] Midscreen | Opponent at ≤20% (match point) | -50% (-All) / 05% -100% (-All) / 05% |
All | [4] Hard [2] Easy |
|
_ | WT, (GF), dash j.D, falling j.D ▷ Fafnir, IK Mode (Gold), IK | [2] Near-Corner | Opponent at ≤21% (Opponent at ≤24%) (match point) | -50% (-All) / 17% (20%) | All | [3] Medium | |
_ | WT, (dash under) 5HS/2HS (JC) > dash j.D, falling j.D ▷ Fafnir, IK Mode (Gold), IK | [3] Corner | Opponent at ≤23% (match point) | -50% (-All) / 19% | All | [3] Medium | |
_ | WT, (dash under) 5HS/2HS (JC) > dash j.D, falling j.D ▷ Fafnir, (BB), GF, 6P > GF (RC) > IK Mode (Gold), BB, IK | [3] Corner | Opponent at ≤26% (Opponent at ≤28%) (match point) | -100% (-All) / 26% (30%) | All except RA (CH, EL, FA, JO, KU, KY, LE, PO, SO, VE, ZT) |
[3] Medium MA, MI: [4] Hard |
See Fafnir, BB Notes On JC, perform 6P > GF immediately. RC as soon as the second GF appears. |
_ | 5K/c.S > 6P > (delay) 5HS/2HS (JC) > j.D, falling j.D ▷ (delay) Fafnir, IK Mode (Gold), IK | [3] Corner | Opponent at ≤29% (match point) | -50% (-All) / 17% | All | [3] Medium | On DI, IN, JA, MA and MI, perform 5HS immediately, then delay JC before j.D. |
_ | 5K/c.S > 6P > (delay) 5HS/2HS (JC) > j.D, falling j.D ▷ (delay) Fafnir, (BB), GF, 6P > GF (RC) > IK Mode (Gold), BB, IK | [3] Corner | Opponent at ≤34% (Opponent at ≤38%) (match point) | -100% (-All) / 24% (28%) | All except RA (CH, EL, FA, JO, KU, KY, LE, PO, SO, VE, ZT) |
[3] Medium MA, MI: [4] Hard |
See Fafnir, BB Notes On DI, IN, JA, MA and MI, perform 5HS immediately, then delay JC before j.D. On JC, perform 6P > GF immediately. RC as soon as the second GF appears. |
_ | CH 6P/6HS/2HS > (delay) BB, Fafnir, BB, GF, 6P > GF (RC) > IK Mode (Gold), BB, IK | [2] Near-Corner | Opponent at ≤47% (match point) | -100% (-All) / 24% | All except EL, MA, MI, RA | [3] Medium | See Fafnir, BB Notes On DI, IN, JC, RV, SI, you must be at a distance when performing GF, 6P > GF. RC as soon as the second GF appears. |