GGXRD-R/Sol Badguy/Combos

From Dustloop Wiki
Combo Notation Guide
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 236GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


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
GF = Gun Flame
GF(F) = Gun Flame (Feint)
VV = Volcanic Viper
SVV = GGS.png Volcanic Viper
HSVV = GGH.png Volcanic Viper
TO or KD = Tataki Otoshi or Knockdown
BR = Bandit Revolver
BB = Bandit Bringer
WT = Bukkirabou ni Nageru (Wild Throw)
RS = Riot Stamp
GV = Grand Viper
TR = Tyrant Rave ver.β
DI = Dragon Install
IK = Branding Breach (Instant Kill)

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.
5K/c.S/2K Starters
# 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.
5D Starters
# 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.
Blitz Attack Starters
# 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.
Instant Kill Combos
# 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.

Combo Theory

Video Examples


Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc