GGXRD-R2/Sol Badguy/Combos: Difference between revisions

From Dustloop Wiki
m (→‎Combo List: added a DI IK combo because we always need more of those, numbers for damage and tension gain are very much lowballing it bc i am too bad at hitting this combo to test it properly.)
mNo edit summary
Line 22: Line 22:
}}
}}
If you wish to discuss any of the combos listed here, please consult the '''[http://www.dustloop.com/forums/index.php?/forums/topic/8267-xrd-sol-badguy-combo-thread/ (Xrd) Sol Badguy Combo Thread]''' topic on Dustloop.
If you wish to discuss any of the combos listed here, please consult the '''[http://www.dustloop.com/forums/index.php?/forums/topic/8267-xrd-sol-badguy-combo-thread/ (Xrd) Sol Badguy Combo Thread]''' topic on Dustloop.
==Combo List==
==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.
*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.
*Damage and Tension Gain values listed for combos with interchangeable combo parts assume the variation with the highest value unless otherwise stated.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|2|2K}} Starters
|+{{clr|K|5K}}/{{clr|S|c.S}}/{{clr|K|2K}} Starters
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| '''{{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|K|236K}} or [{{clr|4|623H}}~{{clr|K|214K}}]''' || [1] Midscreen || 094/106 || 14/19% || All || [1] {{clr|6|Very Easy}} || Omit '''BR/{{clr|4|623H}}''' if it won't reach.
| '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|K|236K}} or [{{clr|H|623H}}~{{clr|K|214K}}]''' || [1] Midscreen || 094/106 || 14/19% || All || [1] {{clr|1|Very Easy}} || Omit '''BR/{{clr|H|623H}}''' if it won't reach.
|-  
|-  
| '''{{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|K|236K}} RRC > air dash (delay) {{clr|3|j.S}} > {{clr|2|j.K}} > delay {{clr|5|j.D}} ▷ dash {{clr|2|j.K}} > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay) j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 148 || -50% / 19% || All || [3] {{clr|7|Medium}} || On KY and LE, you must delay before the air dash.
| '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|K|236K}} RRC > air dash (delay) {{clr|S|j.S}} > {{clr|K|j.K}} > delay {{clr|D|j.D}} ▷ dash {{clr|K|j.K}} > {{clr|S|j.S}} JC > {{clr|S|j.S}} > {{clr|D|j.D}} > (delay) j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 148 || -50% / 19% || All || [3] {{clr|3|Medium}} || On KY and LE, you must delay before the air dash.
|-  
|-  
| '''{{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|5H}}/{{clr|5|2D}} > {{clr|P|236P}} RRC > {{clr|3|f.S}}/{{clr|4|5H}} > {{clr|K|236[K]}}, dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|2H}} JC > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|4|j.H}} > j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 179 || -50% / 14% || All || [3] {{clr|7|Medium}} || Can't use '''{{clr|4|5H}}''' after '''{{clr|P|236P}} RRC''' if '''{{clr|5|2D}}''' was used.
| '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|5H}}/{{clr|D|2D}} > {{clr|P|236P}} RRC > {{clr|S|f.S}}/{{clr|H|5H}} > {{clr|K|236[K]}}, dash {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|2H}} JC > {{clr|S|j.S}} JC > {{clr|S|j.S}} > {{clr|H|j.H}} > j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 179 || -50% / 14% || All || [3] {{clr|3|Medium}} || Can't use '''{{clr|H|5H}}''' after '''{{clr|P|236P}} RRC''' if '''{{clr|D|2D}}''' was used.
|-  
|-  
| '''{{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214S}} (no mash)''' || [1] Midscreen || 097 || 17% || DI, JA, MA, MI, RA || [1] {{clr|6|Very Easy}} || Range leniency: DI = RA > JA = MI > MA.  
| '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|S|214S}} (no mash)''' || [1] Midscreen || 097 || 17% || DI, JA, MA, MI, RA || [1] {{clr|1|Very Easy}} || Range leniency: DI = RA > JA = MI > MA.  
|-  
|-  
| '''air hit {{clr|2|5K}} JC > {{clr|2|j.K}} JC > {{clr|4|j.H}} > j.623{{clr|3|S}}/{{clr|4|H}}~{{clr|K|214K}}''' || [1] Midscreen || 104 || 19% || All || [2] {{clr|3|Easy}} || Use only '''{{clr|4|j.H}}(1)''' and/or '''{{clr|3|j.623S}}/{{clr|4|623h}}''' to account for spacing/height/hurtbox.
| '''air hit {{clr|K|5K}} JC > {{clr|K|j.K}} JC > {{clr|H|j.H}} > j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 104 || 19% || All || [2] {{clr|2|Easy}} || Use only '''{{clr|H|j.H}}(1)''' and/or '''{{clr|S|j.623S}}/{{clr|H|623h}}''' to account for spacing/height/hurtbox.
|-
|-
| '''air hit {{clr|2|5K}} SJC > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > j.623{{clr|3|S}}/{{clr|4|H}}~{{clr|K|214K}}''' || [1] Midscreen || 105 || 19% || All || [2] {{clr|3|Easy}} || Use only '''{{clr|4|j.H}}(1)''' and/or '''{{clr|3|j.623S}}/{{clr|4|623H}}''' to account for spacing/height/hurtbox.
| '''air hit {{clr|K|5K}} SJC > {{clr|P|j.P}} > {{clr|S|j.S}} > {{clr|H|j.H}} > j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 105 || 19% || All || [2] {{clr|2|Easy}} || Use only '''{{clr|H|j.H}}(1)''' and/or '''{{clr|S|j.623S}}/{{clr|H|623H}}''' to account for spacing/height/hurtbox.
|-  
|-  
| '''air hit {{clr|2|5K}} > {{clr|4|2H}} JC > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|4|j.H}} >j.623{{clr|3|S}}/{{clr|4|H}}~{{clr|K|214K}}''' || [1] Midscreen || 138 || 22% || All || [2] {{clr|3|Easy}} || Use only '''{{clr|4|j.H}}(1)''' and/or '''{{clr|3|j.623S}}/{{clr|4|623H}}''' to account for spacing/height/hurtbox.
| '''air hit {{clr|K|5K}} > {{clr|H|2H}} JC > {{clr|S|j.S}} JC > {{clr|S|j.S}} > {{clr|H|j.H}} >j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 138 || 22% || All || [2] {{clr|2|Easy}} || Use only '''{{clr|H|j.H}}(1)''' and/or '''{{clr|S|j.623S}}/{{clr|H|623H}}''' to account for spacing/height/hurtbox.
|-  
|-  
| '''air hit {{clr|2|5K}} JI > {{clr|4|2H}} SJC > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|4|j.H}} > j.623{{clr|3|S}}/{{clr|4|H}}~{{clr|K|214K}}''' || [1] Midscreen || 149 || 23% || All || [3] {{clr|7|Medium}} || Use only '''{{clr|4|j.H}}(1)''' and/or '''{{clr|3|j.623S}}/{{clr|4|623H}}''' to account for spacing/height/hurtbox.
| '''air hit {{clr|K|5K}} JI > {{clr|H|2H}} SJC > {{clr|S|j.S}} > {{clr|K|j.K}} > {{clr|S|j.S}} JC > {{clr|S|j.S}} > {{clr|H|j.H}} > j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 149 || 23% || All || [3] {{clr|3|Medium}} || Use only '''{{clr|H|j.H}}(1)''' and/or '''{{clr|S|j.623S}}/{{clr|H|623H}}''' to account for spacing/height/hurtbox.
|-
|-
| '''{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} JC > IAD {{clr|1|j.P}} > {{clr|4|j.H}}(1) > {{clr|4|j.623H}}~(dl.){{clr|K|214K}}''' || [1] Midscreen || 146 || 21% || All || [3] {{clr|7|Medium}} || On JC, if '''SJC''' is performed instead of '''JC''', '''{{clr|4|j.H}}''' must hit twice to land a followup '''{{clr|K|214K}}'''.
| '''{{clr|K|5K}}/{{clr|S|c.S}} > {{clr|P|6P}} > {{clr|H|5H}} JC > IAD {{clr|P|j.P}} > {{clr|H|j.H}}(1) > {{clr|H|j.623H}}~(dl.){{clr|K|214K}}''' || [1] Midscreen || 146 || 21% || All || [3] {{clr|3|Medium}} || On JC, if '''SJC''' is performed instead of '''JC''', '''{{clr|H|j.H}}''' must hit twice to land a followup '''{{clr|K|214K}}'''.
|-
|-
| '''dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}}/{{clr|4|2H}} SJC > IAD {{clr|2|j.K}} > ({{clr|5|j.D}}) > j.623{{clr|3|S}}/{{clr|4|H}}~{{clr|K|214K}}''' || [1] Midscreen || 160 || 22% || All except RV || [4] {{clr|4|Hard}} || On DI, you must omit '''{{clr|5|j.D}}''' to land '''{{clr|K|214K}}'''. On EL, you must use '''{{clr|3|j.623S}}''' and delay '''{{clr|K|214K}}'''. On RA, omit '''{{clr|5|j.D}}''', use '''{{clr|3|j.623S}}''' and delay the followup '''{{clr|K|214K}}'''.
| '''dash {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|P|6P}} > {{clr|H|5H}}/{{clr|H|2H}} SJC > IAD {{clr|K|j.K}} > ({{clr|D|j.D}}) > j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 160 || 22% || All except RV || [4] {{clr|4|Hard}} || On DI, you must omit '''{{clr|D|j.D}}''' to land '''{{clr|K|214K}}'''. On EL, you must use '''{{clr|S|j.623S}}''' and delay '''{{clr|K|214K}}'''. On RA, omit '''{{clr|D|j.D}}''', use '''{{clr|S|j.623S}}''' and delay the followup '''{{clr|K|214K}}'''.
|-  
|-  
| '''{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|S|214S}}''' || [1] Midscreen || 151 || 17% || All || [1] {{clr|6|Very Easy}} ||
| '''{{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} (max mash)''' || [1] Midscreen || 151 || 17% || All || [1] {{clr|1|Very Easy}} ||
|-  
|-  
| '''{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|5H}} > {{clr|S|214S}} (max mash) RRC last hit ▷ dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|2H}} JC > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.623S}}~{{clr|K|214K}}''' || [1] Midscreen || 222 || -50% / 20% || All || [2] {{clr|3|Easy}} ||
| '''{{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} (max mash) RRC last hit ▷ dash {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|2H}} JC > {{clr|S|j.S}} JC > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.623S}}~{{clr|K|214K}}''' || [1] Midscreen || 222 || -50% / 20% || All || [2] {{clr|2|Easy}} ||
|-  
|-  
| '''{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|5H}} JI > {{clr|S|214S}} (max mash) RRC last hit > air backdash ▷ {{clr|K|236[K]}}, {{clr|H|41236H}}, dash {{clr|P|236P}}, {{clr|4|2H}} > {{clr|4|623H}}~{{clr|K|214K}}''' || [2] Near-Corner || 250 || -50% / 21% || All || [4] {{clr|4|Hard}} ||
| '''{{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|5H}} JI > {{clr|S|214S}} (max mash) RRC last hit > air backdash ▷ {{clr|K|236[K]}}, {{clr|H|41236H}}, dash {{clr|P|236P}}, {{clr|H|2H}} > {{clr|H|623H}}~{{clr|K|214K}}''' || [2] Near-Corner || 250 || -50% / 21% || All || [4] {{clr|4|Hard}} ||
|-  
|-  
| '''{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > (delay {{clr|P|236P}}) > (delay) {{clr|4|5H}}/{{clr|4|2H}} JC > {{clr|5|j.D}}, falling {{clr|5|j.D}} ▷ (delay) {{clr|H|41236H}}, dash {{clr|1|6P}} > delay {{clr|4|5H}}/{{clr|4|2H}} JC > {{clr|5|j.D}} > {{clr|K|j.214K}} ▷ {{clr|1|6P}} > (delay) {{clr|4|6H}}/{{clr|K|214K}} or [{{clr|4|5H}} > {{clr|4|623H}}~{{clr|K|214K}}]''' || [3] Corner || 219/221 (228) || 38/44% (40%) || All || [3] {{clr|7|Medium}} || If adding delay '''{{clr|P|236P}}''', you must use '''{{clr|4|6H}}/{{clr|K|214K}}''' ender. On CH, use max delays possible. On IN, MA and MI, perform the first '''{{clr|4|5H}}''' immediately, then delay '''JC''' before '''{{clr|5|j.D}}'''.
| '''{{clr|K|5K}}/{{clr|S|c.S}} > {{clr|P|6P}} > (delay {{clr|P|236P}}) > (delay) {{clr|H|5H}}/{{clr|H|2H}} JC > {{clr|D|j.D}}, falling {{clr|D|j.D}} ▷ (delay) {{clr|H|41236H}}, dash {{clr|P|6P}} > delay {{clr|H|5H}}/{{clr|H|2H}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} ▷ {{clr|P|6P}} > (delay) {{clr|H|6H}}/{{clr|K|236K}} or [{{clr|H|5H}} > {{clr|H|623H}}~{{clr|K|214K}}]''' || [3] Corner || 219/221 (228) || 38/44% (40%) || All || [3] {{clr|3|Medium}} || If adding delay '''{{clr|P|236P}}''', you must use '''{{clr|H|6H}}/{{clr|K|236K}}''' ender. On CH, use max delays possible. On IN, MA and MI, perform the first '''{{clr|H|5H}}''' immediately, then delay '''JC''' before '''{{clr|D|j.D}}'''.
|}
|}
*Any combo starting from a ground hit '''{{clr|2|5K}}''' or '''{{clr|3|c.S}}''' that is not canceled into either '''{{clr|4|5H}}''' or a jump can also be performed off a '''{{clr|2|2K}}'''.
*Any combo starting from a ground hit '''{{clr|K|5K}}''' or '''{{clr|S|c.S}}''' that is not canceled into either '''{{clr|H|5H}}''' or a jump can also be performed off a '''{{clr|K|2K}}'''.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Wild Throw  Starters (From Easier to Harder)
|+Wild Throw  Starters (From Easier to Harder)
Line 64: Line 65:
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| '''{{clr|K|623K}} > (dash) > {{clr|4|2H}} JC > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|K|j.236K}}''' || [1] Midscreen || 111 || 21% || All || Easier || .
| '''{{clr|K|623K}} > (dash) > {{clr|H|2H}} JC > {{clr|S|j.S}} JC > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|j.236K}}''' || [1] Midscreen || 111 || 21% || All || Easier || .
|-
|-
| '''{{clr|K|623K}} > {{clr|P|236P}} > {{clr|2|j.K}} > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|K|j.236K}}''' || [1] Midscreen || 123 || 22% || All || - || .
| '''{{clr|K|623K}} > {{clr|P|236P}} > {{clr|K|j.K}} > {{clr|S|j.S}} JC > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|K|j.236K}}''' || [1] Midscreen || 123 || 22% || All || - || .
|-
|-
| '''{{clr|K|623K}} > {{clr|P|236P}} > dash > {{clr|2|j.K}} > {{clr|5|j.D}} JC > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|K|j.236K}}''' || Anywhere || 122 || 22% || All || - || Much more horizontal distance carried: can go from one wall to the other. 126 damage if both hits of {{clr|K|j.236K}} connect.
| '''{{clr|K|623K}} > {{clr|P|236P}} > dash {{clr|K|j.K}} > {{clr|D|j.D}} JC > {{clr|S|j.S}} > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|K|j.236K}}''' || Anywhere || 122 || 22% || All || - || Much more horizontal distance carried: can go from one wall to the other. 126 damage if both hits of {{clr|K|j.236K}} connect.
|-
|-
| '''{{clr|K|623K}} > {{clr|P|236P}} > dash > {{clr|2|j.K}} > {{clr|5|j.D}} JC > {{clr|5|j.D}}, falling {{clr|5|j.D}} ▷ (dash) {{clr|2|j.K}} > {{clr|5|j.D}} JC > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|K|j.236K}}''' || [1]-[2] || 143 || 29% || All || - || Works better when nearer corner. On lightweights might need a closer wall or to omit the second {{clr|2|j.K}}
| '''{{clr|K|623K}} > {{clr|P|236P}} > dash {{clr|K|j.K}} > {{clr|D|j.D}} JC > {{clr|D|j.D}}, falling {{clr|D|j.D}} ▷ (dash) {{clr|K|j.K}} > {{clr|D|j.D}} JC > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|K|j.236K}}''' || [1]-[2] || 143 || 29% || All || - || Works better when nearer corner. On lightweights might need a closer wall or to omit the second {{clr|K|j.K}}
|-
|-
| '''{{clr|K|623K}} > ({{clr|P|236P}}) > dash > {{clr|5|j.D}}, falling {{clr|5|j.D}} > (dashing) {{clr|H|41236H}} > {{clr|K|236[K]}} > {{clr|P|236P}} > {{clr|1|6P}} > {{clr|P|236P}} > {{clr|2|j.K}} JC > {{clr|5|j.D}} > {{clr|K|j.214K}} > {{clr|4|623H}}~{{clr|K|214K}}  ''' || [1] Midscreen || 174 || 50% || *Listed combo is on Sol (without {{clr|P|236P}}). Extensions will be very character specific. {{clr|K|623K}} delay 669 {{clr|5|j.D}}, {{clr|5|j.D}} (dashing) {{clr|H|41236H}} works on all characters, with varying difficulty in timing. || Harder || If you need to dash {{clr|H|41236H}} for the route, the input is 4123656{{clr|4|H}} (to avoid getting {{clr|4|623H}}). You can skip the 1 or the 3 diagonal but not both.
| '''{{clr|K|623K}} > ({{clr|P|236P}}) > dash {{clr|D|j.D}}, falling {{clr|D|j.D}} (dash) {{clr|H|41236H}} > {{clr|K|236[K]}} > {{clr|P|236P}} > {{clr|P|6P}} > {{clr|P|236P}} > {{clr|K|j.K}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} {{clr|H|623H}}~{{clr|K|214K}}  ''' || [1] Midscreen || 174 || 50% || *Listed combo is on Sol (without {{clr|P|236P}}). Extensions will be very character specific. {{clr|K|623K}} delay 669 {{clr|D|j.D}}, {{clr|D|j.D}} (dash) {{clr|H|41236H}} works on all characters, with varying difficulty in timing. || Harder || If you need to dash {{clr|H|41236H}} for the route, the input is 4123656{{clr|H|H}} (to avoid getting {{clr|H|623H}}). You can skip the 1 or the 3 diagonal but not both.
|-
|-
| '''{{clr|K|623K}} > dash under > {{clr|4|5H}} JC > {{clr|5|j.D}}, falling {{clr|5|j.D}} > {{clr|H|41236H}} > dash > {{clr|1|6P}} > delay > {{clr|4|5H}} JC > {{clr|5|j.D}} > {{clr|K|j.214K}} > {{clr|1|6P}} > {{clr|4|6H}}''' || [3] Corner || 159 || 37% || All || [3] {{clr|7|Medium}} || If you find it difficult on lightweights, dash longer before the first {{clr|4|5H}} so you catch them slightly lower and farther from the wall, and delay more before the second {{clr|4|5H}} so they are closer to you after the wallbounce from {{clr|1|6P}}.
| '''{{clr|K|623K}} > dash under > {{clr|H|5H}} JC > {{clr|D|j.D}}, falling {{clr|D|j.D}} > {{clr|H|41236H}} > dash > {{clr|P|6P}} > delay > {{clr|H|5H}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} {{clr|P|6P}} > {{clr|H|6H}}''' || [3] Corner || 159 || 37% || All || [3] {{clr|3|Medium}} || If you find it difficult on lightweights, dash longer before the first {{clr|H|5H}} so you catch them slightly lower and farther from the wall, and delay more before the second {{clr|H|5H}} so they are closer to you after the wallbounce from {{clr|P|6P}}.
|}
|}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|5|5D}} Starters
|+{{clr|D|5D}} Starters
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| '''{{clr|5|5D}}8 > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} JC > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > j.623{{clr|3|S}}/{{clr|4|H}}~{{clr|K|214K}}''' || [1] Midscreen || 126 || 29% || All except BE* || [2] {{clr|3|Easy}} || On KY, RA and ZT, you must perform '''{{clr|3|j.623S}}''' to land the followup '''{{clr|K|214K}}'''.<br/>*On BE, omit the second '''{{clr|2|j.K}}'''.
| '''{{clr|D|5D}}8 > {{clr|D|j.D}} > {{clr|D|j.D}} > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|D|j.D}} JC > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|D|j.D}} > j.623{{clr|S|S}}/{{clr|H|H}}~{{clr|K|214K}}''' || [1] Midscreen || 126 || 29% || All except BE* || [2] {{clr|2|Easy}} || On KY, RA and ZT, you must perform '''{{clr|S|j.623S}}''' to land the followup '''{{clr|K|214K}}'''.<br/>*On BE, omit the second '''{{clr|K|j.K}}'''.
|-
|-
| '''{{clr|5|5D}}6 > {{clr|4|2H}} > (delay) {{clr|4|6H}} > {{clr|K|236[K]}}, {{clr|H|41236H}}, dash {{clr|1|6P}} > delay {{clr|4|5H}}/{{clr|4|2H}} JC > {{clr|5|j.D}} > {{clr|K|j.214K}} ▷ {{clr|1|6P}} > (delay) {{clr|4|6H}}/{{clr|K|236K}} or [{{clr|4|5H}} > {{clr|4|623H}}~{{clr|K|214K}}]''' || [3] Corner || 176/179 || 39/45% || All except FA*, IN* || [3] {{clr|7|Medium}} || On IN, RA and VE, use max delay '''{{clr|4|2H}}''' after dash '''{{clr|1|6P}}'''.<br/>*On FA and IN, replace (delay) '''{{clr|4|6H}}''' with '''{{clr|4|2H}} > {{clr|4|5H}}'''.
| '''{{clr|D|5D}}6 > {{clr|H|2H}} > (delay) {{clr|H|6H}} > {{clr|K|236[K]}}, {{clr|H|41236H}}, dash {{clr|P|6P}} > delay {{clr|H|5H}}/{{clr|H|2H}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} ▷ {{clr|P|6P}} > (delay) {{clr|H|6H}}/{{clr|K|236K}} or [{{clr|H|5H}} > {{clr|H|623H}}~{{clr|K|214K}}]''' || [3] Corner || 176/179 || 39/45% || All except FA*, IN* || [3] {{clr|3|Medium}} || On IN, RA and VE, use max delay '''{{clr|H|2H}}''' after dash '''{{clr|P|6P}}'''.<br/>*On FA and IN, replace (delay) '''{{clr|H|6H}}''' with '''{{clr|H|2H}} > {{clr|H|5H}}'''.
|}
|}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+CH {{clr|5|2D}} Starters
|+CH {{clr|D|2D}} Starters
|-
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
|-
| '''CH {{clr|5|2D}} > {{clr|P|236P}} > {{clr|4|5H}} JC > IAD {{clr|1|j.P}} > {{clr|4|j.H}}(1) > {{clr|K|j.236K}} or [{{clr|4|j.623H}}~{{clr|K|214K}}]''' || [1] Midscreen || 154/171 || All except MI, JC, JA, RV || [3] {{clr|7|Medium}} || '''{{clr|K|j.236K}}''' has more corner carry, while '''{{clr|4|j.623H}}~{{clr|K|214K}}''' has more damage.
| '''CH {{clr|D|2D}} > {{clr|P|236P}} > {{clr|H|5H}} JC > IAD {{clr|P|j.P}} > {{clr|H|j.H}}(1) > {{clr|K|j.236K}} or [{{clr|H|j.623H}}~{{clr|K|214K}}]''' || [1] Midscreen || 154/171 || All except MI, JC, JA, RV || [3] {{clr|3|Medium}} || '''{{clr|K|j.236K}}''' has more corner carry, while '''{{clr|H|j.623H}}~{{clr|K|214K}}''' has more damage.
|-
|-
| '''CH {{clr|5|2D}} > {{clr|P|236P}} > {{clr|4|5H}} JC > IAD {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|K|j.236K}}''' || [1] Midscreen || 161 || All except KY, MI, JC, JA, RV || [3] {{clr|7|Medium}} || Even more corner carry than above, but no '''{{clr|4|j.623H}}~{{clr|K|214K}}''' option.
| '''CH {{clr|D|2D}} > {{clr|P|236P}} > {{clr|H|5H}} JC > IAD {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|K|j.236K}}''' || [1] Midscreen || 161 || All except KY, MI, JC, JA, RV || [3] {{clr|3|Medium}} || Even more corner carry than above, but no '''{{clr|H|j.623H}}~{{clr|K|214K}}''' option.
|-
|-
| '''CH {{clr|5|2D}} > {{clr|P|236P}} > {{clr|4|5H}} JC > IAD {{clr|1|j.P}} > {{clr|2|j.K}} > delay {{clr|5|j.D}} ▷ dash {{clr|2|j.K}} > {{clr|5|j.D}} JC > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|K|j.236K}}''' || [2] Near-Corner || 202 || SO, ZT, PO, CH, SL, BE, SI, LE, JO, KU, AN || [4] {{clr|4|Hard}} ||
| '''CH {{clr|D|2D}} > {{clr|P|236P}} > {{clr|H|5H}} JC > IAD {{clr|P|j.P}} > {{clr|K|j.K}} > delay {{clr|D|j.D}} ▷ dash {{clr|K|j.K}} > {{clr|D|j.D}} JC > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|K|j.236K}}''' || [2] Near-Corner || 202 || SO, ZT, PO, CH, SL, BE, SI, LE, JO, KU, AN || [4] {{clr|4|Hard}} ||
|-
|-
| '''CH {{clr|5|2D}} > {{clr|P|236P}} > {{clr|4|5H}} SJC > IAD {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|K|j.236K}} or [{{clr|4|623H}}~{{clr|K|214K}}]''' || [1] Midscreen || 169/186 || All except PO*, BE*, KY**, LE**, RV**, KU || [4] {{clr|4|Hard}} || On RA, the followup '''{{clr|K|214K}}''' will whiff.<br/>On EL, you must use '''{{clr|3|j.623S}}''' and delay '''{{clr|K|214K}}'''.<br/>*On PO and BE, use '''{{clr|3|f.S}} > {{clr|4|5H}}''' after '''{{clr|P|236P}}'''<br/>**On KY, LE and RV, use dash '''{{clr|3|f.S}} > {{clr|4|5H}}''' after '''{{clr|P|236P}}'''.
| '''CH {{clr|D|2D}} > {{clr|P|236P}} > {{clr|H|5H}} SJC > IAD {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|K|j.236K}} or [{{clr|H|623H}}~{{clr|K|214K}}]''' || [1] Midscreen || 169/186 || All except PO*, BE*, KY**, LE**, RV**, KU || [4] {{clr|4|Hard}} || On RA, the followup '''{{clr|K|214K}}''' will whiff.<br/>On EL, you must use '''{{clr|S|j.623S}}''' and delay '''{{clr|K|214K}}'''.<br/>*On PO and BE, use '''{{clr|S|f.S}} > {{clr|H|5H}}''' after '''{{clr|P|236P}}'''<br/>**On KY, LE and RV, use dash '''{{clr|S|f.S}} > {{clr|H|5H}}''' after '''{{clr|P|236P}}'''.
|-
|-
| '''CH {{clr|5|2D}} > {{clr|P|236P}} > {{clr|4|5H}} SJC > IAD {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|K|j.214K}} ▷ (dash) {{clr|3|c.S}} JC > {{clr|5|j.D}} > {{clr|K|j.214K}} ▷ {{clr|4|623H}}~{{clr|K|214K}}''' || [3] Corner || 222 || All except PO*, BE*, KY**, LE**, RV**, KU || [4] {{clr|4|Hard}} || *On PO and BE, use '''{{clr|3|f.S}} > {{clr|4|5H}}''' after '''{{clr|P|236P}}'''.<br/>**On KY, LE and RV, use dash '''{{clr|3|f.S}} > {{clr|4|5H}}''' after '''{{clr|P|236P}}'''.
| '''CH {{clr|D|2D}} > {{clr|P|236P}} > {{clr|H|5H}} SJC > IAD {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|K|j.214K}} ▷ (dash) {{clr|S|c.S}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} ▷ {{clr|H|623H}}~{{clr|K|214K}}''' || [3] Corner || 222 || All except PO*, BE*, KY**, LE**, RV**, KU || [4] {{clr|4|Hard}} || *On PO and BE, use '''{{clr|S|f.S}} > {{clr|H|5H}}''' after '''{{clr|P|236P}}'''.<br/>**On KY, LE and RV, use dash '''{{clr|S|f.S}} > {{clr|H|5H}}''' after '''{{clr|P|236P}}'''.
|-
|-
| '''CH {{clr|5|2D}} > {{clr|P|236P}} RRC > {{clr|P|214P}}, {{clr|K|236[K]}}, {{clr|H|41236H}}, {{clr|K|236[K]}}, {{clr|P|236P}}, {{clr|1|6P}} > {{clr|P|236P}} > (dash) {{clr|2|j.K}} JC > {{clr|5|j.D}} > {{clr|K|j.214K}} ▷ {{clr|4|623H}}~{{clr|K|214K}}''' || [2] Near-Corner || 279 || SO, ZT, CH, FA, AX*, SL*, BE*, SI**, LE, JC**, RV**, DI*/**, AS** || [4] {{clr|4|Hard}} || See [http://www.dustloop.com/forums/index.php?/forums/topic/10784-xrd-sol-badguy-character-specifics-reference/ <nowiki>41236H, 236[K] Notes</nowiki>]<br/>Input '''RC''' right as '''{{clr|P|236P}}''' hits the opponent. Whiffing '''{{clr|P|214P}}''' kills time so that the '''{{clr|K|236[K]}}''' hits right after '''RC''' slowdown ends.<br/>*On, AX, SL, BE and DI, '''{{clr|P|236P}}''' OTGs in corner.<br/>**On SI, JC, RV, DI and AS, '''{{clr|P|236P}}''', '''{{clr|1|6P}} > {{clr|P|236P}}''' only works at a distance.
| '''CH {{clr|D|2D}} > {{clr|P|236P}} RRC > {{clr|P|214P}}, {{clr|K|236[K]}}, {{clr|H|41236H}}, {{clr|K|236[K]}}, {{clr|P|236P}}, {{clr|P|6P}} > {{clr|P|236P}} > (dash) {{clr|K|j.K}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} ▷ {{clr|H|623H}}~{{clr|K|214K}}''' || [2] Near-Corner || 279 || SO, ZT, CH, FA, AX*, SL*, BE*, SI**, LE, JC**, RV**, DI*/**, AS** || [4] {{clr|4|Hard}} || See [http://www.dustloop.com/forums/index.php?/forums/topic/10784-xrd-sol-badguy-character-specifics-reference/ <nowiki>41236H, 236[K] Notes</nowiki>]<br/>Input '''RC''' right as '''{{clr|P|236P}}''' hits the opponent. Whiffing '''{{clr|P|214P}}''' kills time so that the '''{{clr|K|236[K]}}''' hits right after '''RC''' slowdown ends.<br/>*On, AX, SL, BE and DI, '''{{clr|P|236P}}''' OTGs in corner.<br/>**On SI, JC, RV, DI and AS, '''{{clr|P|236P}}''', '''{{clr|P|6P}} > {{clr|P|236P}}''' only works at a distance.
|}
|}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Other basic Counterhit Starters
|+Other Basic Counter Hit Starters
|-
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
|-
| '''CH {{clr|1|6P}} > {{clr|1|236P}} > AD* > {{clr|3|j.S}} > {{clr|K|j.K}} > {{clr|D|j.D}} > land, dash {{clr|K|j.K}} > {{clr|D|j.D}} > JC {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|623S}}~{{clr|K|214K}}''' || [1] Midscreen || 173 || All || [3] {{clr|7|Medium}} || *Slightly delayed (not-instant) airdash or instant superjump airdash makes it consistent on most characters due to height. On Potemkin iad is needed. {{clr|3|sVV}} on lightweights might need timing adjustments, skip the last {{clr|3|j.S}} on Dizzy. Can {{clr|2|jBR}} for knockdown instead.
| '''CH {{clr|P|6P}} > {{clr|P|236P}} > AD* > {{clr|S|j.S}} > {{clr|K|j.K}} > {{clr|D|j.D}} > land, dash {{clr|K|j.K}} > {{clr|D|j.D}} > JC {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|623S}}~{{clr|K|214K}}''' || [1] Midscreen || 173 || All || [3] {{clr|3|Medium}} || *Slightly delayed (not-instant) airdash or instant superjump air dash makes it consistent on most characters due to height. On Potemkin iad is needed. {{clr|S|sVV}} on lightweights might need timing adjustments, skip the last {{clr|S|j.S}} on Dizzy. Can {{clr|K|jBR}} for knockdown instead.
|-
|-
| '''CH {{clr|1|6P}} > delay {{clr|2|236[K]}} > {{clr|4|41236H}} > {{clr|2|236[K]}} > {{clr|1|6P}} > delay {{clr|4|2H}} > JC {{clr|5|j.D}} > {{clr|2|j.214K}} > {{clr|1|6P}} > {{clr|4|6H}}''' || [1] Midscreen || 232 || Example combo on Sol || [3] {{clr|7|Medium}} || If you wait to visually confirm the counterhit '''{{clr|1|6P}}''', that should be enough delay to get {{clr|2|Bandit Bringer}} to connect.
| '''CH {{clr|P|6P}} > delay {{clr|K|236[K]}} > {{clr|H|41236H}}, {{clr|K|236[K]}} > {{clr|P|6P}} > delay {{clr|H|2H}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} {{clr|P|6P}} > {{clr|H|6H}}''' || [1] Midscreen || 232 || Example combo on Sol || [3] {{clr|3|Medium}} || If you wait to visually confirm the counterhit '''{{clr|P|6P}}''', that should be enough delay to get {{clr|K|Bandit Bringer}} to connect.
|-
|-
| '''CH {{clr|4|6H}} > delay {{clr|2|236[K]}} > {{clr|4|41236H}} > {{clr|2|236[K]}} > dash {{clr|4|2H}} > JC {{clr|5|j.D}} > {{clr|2|j.214K}} > {{clr|1|6P}} > {{clr|4|6H}} > ({{clr|4|623H}}~{{clr|2|214K}})''' || [1] Midscreen || 272 (283) || All except EL|| [3] {{clr|3|Medium}} || Cannot add {{clr|4|hVV}} at the end on MA, MI, RA, JA, DI. Delay is for hitconfirming.
| '''CH {{clr|H|6H}} > delay {{clr|K|236[K]}} > {{clr|H|41236H}}, {{clr|K|236[K]}} > dash {{clr|H|2H}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} {{clr|P|6P}} > {{clr|H|6H}} > ({{clr|H|623H}}~{{clr|K|214K}})''' || [1] Midscreen || 272 (283) || All except EL|| [3] {{clr|3|Medium}} || Cannot add {{clr|H|hVV}} at the end on MA, MI, RA, JA, DI. Delay is for hitconfirming.
|-
|-
| '''CH {{clr|4|6H}} > delay {{clr|2|236[K]}} > {{clr|4|41236H}} > dash {{clr|1|6P}} > {{clr|4|5H}} > JC {{clr|5|j.D}} > {{clr|2|j.214K}} > {{clr|1|6P}} > {{clr|4|6H}} > ({{clr|4|623H}}~{{clr|2|214K}})''' || [1] Midscreen || 272 || Elphelt variant || [3] {{clr|3|Medium}} || Works on other characters but the previous combo is better when it works.
| '''CH {{clr|H|6H}} > delay {{clr|K|236[K]}} > {{clr|H|41236H}}, dash {{clr|P|6P}} > {{clr|H|5H}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} {{clr|P|6P}} > {{clr|H|6H}} > ({{clr|H|623H}}~{{clr|K|214K}})''' || [1] Midscreen || 272 || Elphelt variant || [3] {{clr|3|Medium}} || Works on other characters but the previous combo is better when it works.
|-
|-
| '''CH {{clr|4|2H}} > (same as {{clr|4|6H}} starter)''' || [1] Midscreen || 257 (268) || - || [3] {{clr|3|Medium}} || You can input '''{{clr|2|2369[K]}}''' to make the hitconfirm easier.
| '''CH {{clr|H|2H}} > (same as {{clr|H|6H}} starter)''' || [1] Midscreen || 257 (268) || - || [3] {{clr|3|Medium}} || You can input '''{{clr|K|2369[K]}}''' to make the hitconfirm easier.
|-
|-
| '''CH {{clr|4|2H}} > JC, falling {{clr|5|j.D}} > {{clr|4|41236H}} > dash {{clr|1|6P}} > {{clr|4|5H}} > JC {{clr|5|j.D}} > {{clr|2|j.214K}} > {{clr|1|6P}} > {{clr|4|6H}}''' || [1] Midscreen || 223 || All || [3] {{clr|3|Medium}} || For late hitconfirms.
| '''CH {{clr|H|2H}} > JC, falling {{clr|D|j.D}} > {{clr|H|41236H}} > dash {{clr|P|6P}} > {{clr|H|5H}} > JC {{clr|D|j.D}} > {{clr|K|j.214K}} > {{clr|P|6P}} > {{clr|H|6H}}''' || [1] Midscreen || 223 || All || [3] {{clr|3|Medium}} || For late hitconfirms.
|-
|-
| '''CH {{clr|4|5H}} > {{clr|3|214S}} (max mash)''' || [1] Midscreen || 136 || All || [2] {{clr|2|Easy}} ||
| '''CH {{clr|H|5H}} > {{clr|S|214S}} (max mash)''' || [1] Midscreen || 136 || All || [2] {{clr|K|Easy}} ||
|-
|-
| '''CH {{clr|4|5H}} > JC IAD  {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|4|2H}} > {{clr|3|214S}} (max mash)''' || [1] Midscreen || 185 || All || [3] {{clr|3|Medium}} || Standing only
| '''CH {{clr|H|5H}} > JC IAD  {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|H|2H}} > {{clr|S|214S}} (max mash)''' || [1] Midscreen || 185 || All || [3] {{clr|3|Medium}} || Standing only
|-
|-
| '''CH {{clr|4|5H}} > JC IAD > delay {{clr|3|j.S}} > delay {{clr|5|j.D}} > {{clr|4|41236H}} > dash {{clr|1|6P}} > {{clr|4|5H}} > JC {{clr|5|j.D}} > {{clr||j.S}}''' || [1] Midscreen || 233 || All || [4] {{clr|4|Hard}} || Standing only (Or crouching PO). IAD '''{{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|5|j.D}}''' works on certain characters (unreliable on Sol)
| '''CH {{clr|H|5H}} > JC IAD > delay {{clr|S|j.S}} > delay {{clr|D|j.D}} > {{clr|H|41236H}} > dash {{clr|P|6P}} > {{clr|H|5H}} > JC {{clr|D|j.D}} > {{clr||j.S}}''' || [1] Midscreen || 233 || All || [4] {{clr|4|Hard}} || Standing only (Or crouching PO). IAD '''{{clr|S|j.S}} > {{clr|K|j.K}} > {{clr|D|j.D}}''' works on certain characters (unreliable on Sol)
|-
|-
| '''CH {{clr|4|5H}} > {{clr|2|236[K]}} > {{clr|4|41236H}} > dash {{clr|1|6P}} > {{clr|4|5H}} > JC {{clr|5|j.D}} > {{clr|2|j.214K}} > {{clr|1|6P}} > {{clr|4|6H}}''' || [1] Midscreen || 242 || All except MI, ZA, CH, FA, EL, JC, JA || [3] {{clr|3|Medium}} || Cannot be easily hitconfirmed, instead have to be aware the opponent will be crouching.
| '''CH {{clr|H|5H}} > {{clr|K|236[K]}} > {{clr|H|41236H}} > dash {{clr|P|6P}} > {{clr|H|5H}} > JC {{clr|D|j.D}} > {{clr|K|j.214K}} > {{clr|P|6P}} > {{clr|H|6H}}''' || [1] Midscreen || 242 || All except MI, ZA, CH, FA, EL, JC, JA || [3] {{clr|3|Medium}} || Cannot be easily hitconfirmed, instead have to be aware the opponent will be crouching.
|-
|-
| '''CH {{clr|4|5H}} > JC IAD {{clr|3|j.623S}} (~{{clr|2|214K}})''' || [1] Midscreen || 85 (96) || All || [3] {{clr|3|Medium}} || IAD confirm that still works on crouching opponents. Will knockdown medium/heavyweights without the extension, but not lightweights.
| '''CH {{clr|H|5H}} > JC IAD {{clr|S|j.623S}}(~{{clr|K|214K}})''' || [1] Midscreen || 85 (96) || All || [3] {{clr|3|Medium}} || IAD confirm that still works on crouching opponents. Will knockdown medium/heavyweights without the extension, but not lightweights.
|-
|-
| '''CH {{clr|4|5H}} > {{clr|1|236P}} > {{clr|4|41236H}} > dash {{clr|1|6P}} > {{clr|4|5H}} > JC {{clr|5|j.D}} > {{clr|2|j.214K}} > {{clr|1|6P}} > {{clr|4|6H}} > {{clr|4|623H}}~{{clr|2|214K}}''' || [3] Corner || 245 || All || [3] {{clr|3|Medium}} ||
| '''CH {{clr|H|5H}} > {{clr|P|236P}} > {{clr|H|41236H}} > dash {{clr|P|6P}} > {{clr|H|5H}} > JC {{clr|D|j.D}} > {{clr|K|j.214K}} > {{clr|P|6P}} > {{clr|H|6H}} > {{clr|H|623H}}~{{clr|K|214K}}''' || [3] Corner || 245 || All || [3] {{clr|3|Medium}} ||
|-
|-
| '''CH {{clr|4|5H}} > {{clr|3|2147S}}* (max mash) > RRC last hit, airdash back, land > {{clr|2|236[K]}} > {{clr|4|41236H}} > {{clr|1|23656P}} > {{clr|3|c.S}} > {{clr|2|236K}}''' || [1] Midscreen || 244 || All || [3] {{clr|3|Medium}} || *Jump-installed Grand Viper. Gives The Good Knockdown on Sol.
| '''CH {{clr|H|5H}} > {{clr|S|2147S}}* (max mash) > RRC last hit, air dash back, land > {{clr|K|236[K]}} > {{clr|H|41236H}} > {{clr|P|23656P}} > {{clr|S|c.S}} > {{clr|K|236K}}''' || [1] Midscreen || 244 || All || [3] {{clr|3|Medium}} || *Jump Installed Grand Viper. Gives The Good Knockdown on Sol.
|-
|-
| '''CH {{clr|4|5H}} > JC IAD {{clr|3|j.623S}} > RRC second hit, land > {{clr|1|236P}} > dash, {{clr|5|j.D}}, falling {{clr|5|j.D}} > {{clr|4|41236H}} > dash {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|6H}}''' || [1] Midscreen || 230 || All || [3] {{clr|3|Medium}} ||
| '''CH {{clr|H|5H}} > JC IAD {{clr|S|j.623S}} > RRC second hit, land > {{clr|P|236P}} > dash, {{clr|D|j.D}}, falling {{clr|D|j.D}} > {{clr|H|41236H}} > dash {{clr|S|c.S}} > {{clr|P|6P}} > {{clr|H|6H}}''' || [1] Midscreen || 230 || All || [3] {{clr|3|Medium}} ||
|-
|-
| '''CH {{clr|4|5H}} > JC IAD {{clr|3|j.623S}} > RRC second hit, land > {{clr|2|236[K]}} > {{clr|4|41236H}} > {{clr|1|23656P}} > {{clr|1|6P}} > {{clr|4|6H}} > {{clr|4|623H}}~{{clr|2|214K}}''' || [1] Midscreen || 253 || Lightweight || [4] {{clr|4|Hard}} || Lightweight variant. Damage tested on Elphelt.
| '''CH {{clr|H|5H}} > JC IAD {{clr|S|j.623S}} > RRC second hit, land > {{clr|K|236[K]}} > {{clr|H|41236H}} > {{clr|P|23656P}} > {{clr|P|6P}} > {{clr|H|6H}} > {{clr|H|623H}}~{{clr|K|214K}}''' || [1] Midscreen || 253 || Lightweight || [4] {{clr|4|Hard}} || Lightweight variant. Damage tested on Elphelt.
|}
|}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Line 142: Line 143:
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| '''[X+{{clr|H|H}}], dash {{clr|4|5H}}/{{clr|4|2H}} > {{clr|P|236P}}, (dash) {{clr|4|2H}} JC > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|4|j.H}} > j.623{{clr|3|S}}/{{clr|4|H}}~(dl.){{clr|K|214K}}''' || [1] Midscreen || 218 || -25%/27% || All || [2] {{clr|3|Easy}} || Wait until opponent enters crouching state before landing the first '''{{clr|4|5H}}/{{clr|4|2H}}'''. Use only '''{{clr|4|j.H}}(1)''' and/or '''j.623{{clr|3|S}}/{{clr|4|H}}''' to account for spacing/height/hurtbox. X can be any attack button other than Dust.
| '''[X+{{clr|H|H}}], dash {{clr|H|5H}}/{{clr|H|2H}} > {{clr|P|236P}}, (dash) {{clr|H|2H}} JC > {{clr|S|j.S}} JC > {{clr|S|j.S}} > {{clr|H|j.H}} > j.623{{clr|S|S}}/{{clr|H|H}}~(dl.){{clr|K|214K}}''' || [1] Midscreen || 218 || -25%/27% || All || [2] {{clr|2|Easy}} || Wait until opponent enters crouching state before landing the first '''{{clr|H|5H}}/{{clr|H|2H}}'''. Use only '''{{clr|H|j.H}}(1)''' and/or '''j.623{{clr|S|S}}/{{clr|H|H}}''' to account for spacing/height/hurtbox. X can be any attack button other than Dust.
|}
|}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Line 149: Line 150:
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| '''{{clr|5|5D}}8 > {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}''' || [1] Midscreen || Opponent at ≤20% (match point) || -50% (-All) / 02% || All || [1] {{clr|6|Very Easy}} ||
| '''{{clr|D|5D}}8 > {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}''' || [1] Midscreen || Opponent at ≤20% (match point) || -50% (-All) / 02% || All || [1] {{clr|1|Very Easy}} ||
|-
|-
| '''{{clr|K|623K}}, {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}<br/>{{clr|K|623K}} RRC > {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}''' || [1] Midscreen || Opponent at ≤20% (match point) || -50% (-All) / 05%<br/>-100% (-All) / 05% || All || [4] {{clr|4|Hard}}<br/>[2] {{clr|3|Easy}} ||
| '''{{clr|K|623K}}, {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}<br/>{{clr|K|623K}} RRC > {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}''' || [1] Midscreen || Opponent at ≤20% (match point) || -50% (-All) / 05%<br/>-100% (-All) / 05% || All || [4] {{clr|4|Hard}}<br/>[2] {{clr|2|Easy}} ||
|-
|-
| '''{{clr|K|623K}}, ({{clr|P|236P}}), dash {{clr|5|j.D}}, falling {{clr|5|j.D}} ▷ {{clr|H|41236H}}, {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}''' || [2] Near-Corner || Opponent at ≤21% (Opponent at ≤24%) (match point) || -50% (-All) / 17% (20%) || All ||[3] {{clr|7|Medium}} ||
| '''{{clr|K|623K}}, ({{clr|P|236P}}), dash {{clr|D|j.D}}, falling {{clr|D|j.D}} ▷ {{clr|H|41236H}}, {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}''' || [2] Near-Corner || Opponent at ≤21% (Opponent at ≤24%) (match point) || -50% (-All) / 17% (20%) || All ||[3] {{clr|3|Medium}} ||
|-
|-
| '''{{clr|K|623K}}, (dash under) {{clr|4|5H}}/{{clr|4|2H}} JC > dash {{clr|5|j.D}}, falling {{clr|5|j.D}} ▷ {{clr|H|41236H}}, IK Mode (Gold), {{clr|H|236236H}}''' || [3] Corner || Opponent at ≤23% (match point) || -50% (-All) / 19% || All || [3] {{clr|7|Medium}} ||
| '''{{clr|K|623K}}, (dash under) {{clr|H|5H}}/{{clr|H|2H}} JC > dash {{clr|D|j.D}}, falling {{clr|D|j.D}} ▷ {{clr|H|41236H}}, IK Mode (Gold), {{clr|H|236236H}}''' || [3] Corner || Opponent at ≤23% (match point) || -50% (-All) / 19% || All || [3] {{clr|3|Medium}} ||
|-  
|-  
| '''{{clr|K|623K}}, (dash under) {{clr|4|5H}}/{{clr|4|2H}} JC > dash {{clr|5|j.D}}, falling {{clr|5|j.D}} ▷ {{clr|H|41236H}}, ({{clr|K|236[K]}}), {{clr|P|236P}}, {{clr|1|6P}} > {{clr|P|236P}} YRC > {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|K|236[K]}}, {{clr|H|236236H}}''' || [3] Corner || Opponent at ≤26% (Opponent at ≤28%) (match point) || -100% (-All) / 26% (30%) || All except RA<br/>(CH, EL, FA, JO, KU, KY, LE, PO, SO, VE, ZT)|| [3] {{clr|7|Medium}}<br/>MA, MI: [4] {{clr|4|Hard}} || See [http://www.dustloop.com/forums/index.php?/forums/topic/10784-xrd-sol-badguy-character-specifics-reference/ <nowiki>41236H, 236[K] Notes</nowiki>]<br/>On JC, perform '''{{clr|1|6P}} > {{clr|P|236P}}''' immediately. '''YRC''' as soon as the second '''{{clr|P|236P}}''' appears.
| '''{{clr|K|623K}}, (dash under) {{clr|H|5H}}/{{clr|H|2H}} JC > dash {{clr|D|j.D}}, falling {{clr|D|j.D}} ▷ {{clr|H|41236H}}, ({{clr|K|236[K]}}), {{clr|P|236P}}, {{clr|P|6P}} > {{clr|P|236P}} RRC > {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|K|236[K]}}, {{clr|H|236236H}}''' || [3] Corner || Opponent at ≤26% (Opponent at ≤28%) (match point) || -100% (-All) / 26% (30%) || All except RA<br/>(CH, EL, FA, JO, KU, KY, LE, PO, SO, VE, ZT)|| [3] {{clr|3|Medium}}<br/>MA, MI: [4] {{clr|4|Hard}} || See [http://www.dustloop.com/forums/index.php?/forums/topic/10784-xrd-sol-badguy-character-specifics-reference/ <nowiki>41236H, 236[K] Notes</nowiki>]<br/>On JC, perform '''{{clr|P|6P}} > {{clr|P|236P}}''' immediately. '''RRC''' as soon as the second '''{{clr|P|236P}}''' appears.
|-  
|-  
| '''{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > (delay) {{clr|4|5H}}/{{clr|4|2H}} JC > {{clr|5|j.D}}, falling {{clr|5|j.D}} ▷ (dl.){{clr|H|41236H}}, {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}''' || [3] Corner || Opponent at ≤29% (match point) || -50% (-All) / 17% || All || [3] {{clr|7|Medium}} || On DI, IN, JA, MA and MI, perform '''{{clr|4|5H}}''' immediately, then delay '''JC''' before '''{{clr|5|j.D}}'''.
| '''{{clr|K|5K}}/{{clr|S|c.S}} > {{clr|P|6P}} > (delay) {{clr|H|5H}}/{{clr|H|2H}} JC > {{clr|D|j.D}}, falling {{clr|D|j.D}} ▷ (dl.){{clr|H|41236H}}, {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|236236H}}''' || [3] Corner || Opponent at ≤29% (match point) || -50% (-All) / 17% || All || [3] {{clr|3|Medium}} || On DI, IN, JA, MA and MI, perform '''{{clr|H|5H}}''' immediately, then delay '''JC''' before '''{{clr|D|j.D}}'''.
|-  
|-  
| '''{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > (delay) {{clr|4|5H}}/{{clr|4|2H}} JC > {{clr|5|j.D}}, falling {{clr|5|j.D}} ▷ (dl.){{clr|H|41236H}}, ({{clr|K|236[K]}}), {{clr|P|236P}}, {{clr|1|6P}} > {{clr|P|236P}} YRC > {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|K|236[K]}}, {{clr|H|236236H}}''' || [3] Corner || Opponent at ≤34% (Opponent at ≤38%) (match point) || -100% (-All) / 24% (28%) || All except RA<br/>(CH, EL, FA, JO, KU, KY, LE, PO, SO, VE, ZT)|| [3] {{clr|7|Medium}}<br/>MA, MI: [4] {{clr|4|Hard}} || See [http://www.dustloop.com/forums/index.php?/forums/topic/10784-xrd-sol-badguy-character-specifics-reference/ <nowiki>41236H, 236[K] Notes</nowiki>]<br/>On DI, IN, JA, MA and MI, perform '''{{clr|4|5H}}''' immediately, then delay '''JC''' before '''{{clr|5|j.D}}'''. On JC, perform '''{{clr|1|6P}} > {{clr|P|236P}}''' immediately. '''YRC''' as soon as the second '''{{clr|P|236P}}''' appears.
| '''{{clr|K|5K}}/{{clr|S|c.S}} > {{clr|P|6P}} > (delay) {{clr|H|5H}}/{{clr|H|2H}} JC > {{clr|D|j.D}}, falling {{clr|D|j.D}} ▷ (dl.){{clr|H|41236H}}, ({{clr|K|236[K]}}), {{clr|P|236P}}, {{clr|P|6P}} > {{clr|P|236P}} RRC > {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|K|236[K]}}, {{clr|H|236236H}}''' || [3] Corner || Opponent at ≤34% (Opponent at ≤38%) (match point) || -100% (-All) / 24% (28%) || All except RA<br/>(CH, EL, FA, JO, KU, KY, LE, PO, SO, VE, ZT)|| [3] {{clr|3|Medium}}<br/>MA, MI: [4] {{clr|4|Hard}} || See [http://www.dustloop.com/forums/index.php?/forums/topic/10784-xrd-sol-badguy-character-specifics-reference/ <nowiki>41236H, 236[K] Notes</nowiki>]<br/>On DI, IN, JA, MA and MI, perform '''{{clr|H|5H}}''' immediately, then delay '''JC''' before '''{{clr|D|j.D}}'''. On JC, perform '''{{clr|P|6P}} > {{clr|P|236P}}''' immediately. '''RRC''' as soon as the second '''{{clr|P|236P}}''' appears.
|-  
|-  
| '''CH {{clr|1|6P}}/{{clr|4|6H}}/{{clr|4|2H}} > (delay) {{clr|K|236[K]}}, {{clr|H|41236H}}, {{clr|K|236[K]}}, {{clr|P|236P}}, {{clr|1|6P}} > {{clr|P|236P}} YRC > IK Mode (Gold), {{clr|K|236[K]}}, {{clr|H|236236H}}''' || [2] Near-Corner || Opponent at ≤47% (match point) || -100% (-All) / 24% || All except EL, MA, MI, RA || [3] {{clr|7|Medium}} || See [http://www.dustloop.com/forums/index.php?/forums/topic/10784-xrd-sol-badguy-character-specifics-reference/ <nowiki>41236H, 236[K] Notes</nowiki>]<br/>On DI, IN, JC, RV, SI, you must be at a distance when performing '''{{clr|P|236P}}, {{clr|1|6P}} > {{clr|P|236P}}'''. '''YRC''' as soon as the second '''{{clr|P|236P}}''' appears.
| '''CH {{clr|P|6P}}/{{clr|H|6H}}/{{clr|H|2H}} > (delay) {{clr|K|236[K]}}, {{clr|H|41236H}}, {{clr|K|236[K]}}, {{clr|P|236P}}, {{clr|P|6P}} > {{clr|P|236P}} RRC > IK Mode (Gold), {{clr|K|236[K]}}, {{clr|H|236236H}}''' || [2] Near-Corner || Opponent at ≤47% (match point) || -100% (-All) / 24% || All except EL, MA, MI, RA || [3] {{clr|3|Medium}} || See [http://www.dustloop.com/forums/index.php?/forums/topic/10784-xrd-sol-badguy-character-specifics-reference/ <nowiki>41236H, 236[K] Notes</nowiki>]<br/>On DI, IN, JC, RV, SI, you must be at a distance when performing '''{{clr|P|236P}}, {{clr|P|6P}} > {{clr|P|236P}}'''. '''RRC''' as soon as the second '''{{clr|P|236P}}''' appears.
|-  
|-  
| '''CH {{clr|4|41236H}}, dash {{clr|1|6p}} > {{clr|4|214214H}}, {{clr|4|5H}} JC > {{clr|5|j.D}} > {{clr|2|j.214K}}, (dash) {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|4|2H}} JC > {{clr|5|j.D}} > {{clr|2|j.214K}} > {{clr|4|236236H}}''' || [1] Midscreen || Opponent at ≤20% (match point) || -100% / 25% || Example video on FA, JO || [3] {{clr|7|Medium}} || Dragon Install Instant Kill confirm off CH Fafnir, works off most dustloop setups. Dash before the IK install is to ensure it does not come out as an RRC. Example video [https://youtu.be/gSEH1onlUAs?t=167 here].
| '''CH {{clr|H|41236H}}, dash {{clr|P|6P}} > {{clr|H|214214H}}, {{clr|H|5H}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} (dash) {{clr|P|P}}+{{clr|K|K}}+{{clr|S|S}}+{{clr|H|H}} (Gold), {{clr|H|2H}} JC > {{clr|D|j.D}} > {{clr|K|j.214K}} > {{clr|H|236236H}}''' || [1] Midscreen || Opponent at ≤20% (match point) || -100% / 25% || Example video on FA, JO || [3] {{clr|3|Medium}} || Dragon Install Instant Kill confirm off CH Fafnir, works off most dustloop setups. Dash before the IK install is to ensure it does not come out as an RRC. Example video [https://youtu.be/gSEH1onlUAs?t=167 here].
|}
|}


== Combo Theory ==
== Combo Theory ==
Sol has excellent damage and great conversions, but you have to look for it in the right places. Sol gets a lot of damage from...
Sol has excellent damage and great conversions, but you have to look for it in the right places. Sol gets a lot of damage from...


:1. '''Certain Strong Counterhits'''
:1. '''Certain Strong Counter Hits'''
:*{{clr|5|2D}}, {{clr|1|6P}}, {{clr|4|6H}}, {{clr|4|5H}}, {{clr|4|2H}}, and second hit of '''{{clr|H|623H}}'''
:*{{clr|D|2D}}, {{clr|P|6P}}, {{clr|H|6H}}, {{clr|H|5H}}, {{clr|H|2H}}, and second hit of '''{{clr|H|623H}}'''
:*BR and Fafnir look scary but have a lot of initial proration. You still get decent damage from them, the main advantage as starters is the corner carry and stun they give.
:*Bandit Revolver and Fafnir look scary but have a lot of initial proration. You still get decent damage from them, the main advantage as starters is the corner carry and stun they give.


:2. '''The Corner'''
:2. '''The Corner'''
:*Even without spending meter, comboing into a launcher (usually {{clr|1|6P}}) in the corner gives a great combo and great oki setups
:*Even without spending meter, comboing into a launcher (usually {{clr|P|6P}}) in the corner gives a great combo and great okizeme setups.


:3. '''Command Throw'''
:3. '''Command Throw'''
:*Wild Throw ('''623K''') gives great combos in the corner with relatively easier execution, and even good damage from midscreen although midscreen routes are more technical. Even without the technical routes, midscreen Wild Throw still gives you great corner carry with ok damage and sets up the corner situation for you.
:*Wild Throw ('''{{clr|K|623K}}''') gives great combos in the corner with relatively easier execution, and even good damage from midscreen although midscreen routes are more technical. Even without the technical routes, midscreen Wild Throw still gives you great corner carry with ok damage and sets up the corner situation for you.


:4. '''Spending Meter'''
:4. '''Spending Meter'''
:*Normal throw rrc, Gunflame hit rrc, jump install Grand Viper rrc, even VV rrc in some situations all allow Sol to wait out the slowdown window after a roman cancel and skip the 80% damage scaling that rc normally gives to combos. Even when he can't, a simple {{clr|4|5H}} rrc Bandit Bringer route gives him decent damage and corner carry.
:*Throw RRC, Gunflame RRC, Jump Install into Grand Viper RRC and even Volcanic Viper RRC in some situations all allow Sol to wait out the slowdown window after a Roman Cancel and skip the 80% damage scaling that Roman Cancel normally gives to combos. Even when he can't, a simple {{clr|H|5H}} RRC into Bandit Bringer gives him decent damage and corner carry.
:*His corner game also gets better with meter because {{clr|5|2D}} is an unprorated low attack that is easy to hitconfirm into Tyrant Rave super, which gives a short dustloop after in the corner, so both the airdash and emptyjump low half of your post-knockdown mix are very scary.
:*His corner game also gets better with meter because {{clr|D|2D}} is an unprorated low attack that is easy to hit confirm into Tyrant Rave, which gives a short Dustloop after in the corner, so both the air dash and empty jump low half of your post-knockdown mix are very scary.


Notably, he does not get a lot of damage from fast pokes without meter. Hitting {{clr|3|f.S}} {{clr|4|5H}} at max range will not lead into any longer combo without a roman cancel.
Notably, he does not get a lot of damage from fast pokes without meter. Hitting {{clr|S|f.S}} > {{clr|H|5H}} at max range will not lead into any longer combo without a roman cancel.


==The Dustloop ==
==The Dustloop ==
The cornerstone of Sol's combos is the dustloop, a rising {{clr|D|j.D}} linked to a second falling {{clr|D|j.D}}. While not exclusive to the corner, this sequence's ability to combo into fafnir or back into itself makes it a staple of Sol's most damaging corner combos. There are two primary variants, the '''Double Dustloop''' and '''Dustloop to Fafnir''', which each have their own follow-ups and enders.


The cornerstone of Sol's combos is the dustloop, a rising {{clr|5|j.D}} linked to a second falling {{clr|5|j.D}}. While not exclusive to the corner, this sequence's ability to combo into fafnir or back into itself makes it a staple of Sol's most damaging corner combos. There are two primary variants, the '''Double Dustloop''' and '''Dustloop to Fafnir''', which each have their own follow-ups and enders.
'''Starter -> Dustloop -> Follow-up -> Ender'''
 
'''Starter -> Dust Loop -> Follow-up -> Ender'''


While Sol has many, extremely flexible options for starters, for now we will assume the most common starters...
While Sol has many, extremely flexible options for starters, for now we will assume the most common starters...


'''{{clr|2|2K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} JC > {{clr|5|j.D}} {{clr|5|j.D}} Follow-up'''
'''{{clr|K|2K}}/{{clr|S|c.S}} > {{clr|P|6P}} > {{clr|H|5H}} JC > {{clr|D|j.D}}, falling {{clr|D|j.D}} Follow-up'''


'''WT > Run Under > {{clr|4|5H}} JC > {{clr|5|j.D}} {{clr|5|j.D}} > Follow-up'''
'''WT, dash under {{clr|H|5H}} JC > {{clr|D|j.D}}, falling {{clr|D|j.D}} Follow-up'''


=== Dustloop to Fafnir ===
=== Dustloop to Fafnir ===
'''Example:''' '''{{clr|2|2K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > {{clr|5|j.D}} {{clr|5|j.D}} > Fafnir > Running {{clr|1|6P}} > {{clr|4|5H}} JC > {{clr|5|j.D}} > Break > {{clr|1|6P}} > {{clr|4|6H}}'''
'''Example:''' '''{{clr|K|2K}}/{{clr|S|c.S}} > {{clr|P|6P}} > {{clr|H|5H}} JC > {{clr|D|j.D}} {{clr|D|j.D}} Fafnir,  dash {{clr|P|6P}} > {{clr|H|5H}} JC > {{clr|D|j.D}} > Break {{clr|P|6P}} > {{clr|H|6H}}'''


'''Why:''' Combos following this route represent the most damaging combos Sol will get in normal situations. As such, routing into fafnir is preferred when possible. The tumble time after fafnir gives time for many character specific routes that maximize damage and can allow you to better routes for setting up safejumps, gunflame oki, or The Good Knockdown.
'''Why:''' Combos following this route represent the most damaging combos Sol will get in normal situations. As such, routing into fafnir is preferred when possible. The tumble time after fafnir gives time for many character specific routes that maximize damage and can allow you to better routes for setting up safejumps, gunflame oki, or The Good Knockdown.


'''Why Not:''' Linking Fafnir after the second {{clr|5|j.D}} can be tricky and often require proper spacing and manual delay, especially when comboing lightweight characters. You also may end up in situations like air to air conversions where a fafnir would not even be possible and a Double Dustloop might be the only option.
'''Why Not:''' Linking Fafnir after the second {{clr|D|j.D}} can be tricky and often require proper spacing and manual delay, especially when comboing lightweight characters. You also may end up in situations like air to air conversions where a fafnir would not even be possible and a Double Dustloop might be the only option.


'''Common Issues and Adjustments:''' When practicing the dustloop, try not to practice {{clr|1|6P}} routes at point blank in the corner. Being too close can cause characters to whiff over you as you try to fafnir. Manual delays between the {{clr|1|6P}} > {{clr|4|5H}} AND the between the {{clr|4|5H}} and the JC can be used to give the opposing character more time to fall. Additionally the fafnir can often be slightly delayed. These are ESSENTIAL for comboing into fafnir off of a dustloop on light characters and ultimately make comboing midweight characters much more consistent. Additionally, neutral jumps can be used if you start a combo to close and deep in the corner.
'''Common Issues and Adjustments:''' When practicing the dustloop, try not to practice {{clr|P|6P}} routes at point blank in the corner. Being too close can cause characters to whiff over you as you try to fafnir. Manual delays between the {{clr|P|6P}} > {{clr|H|5H}} AND the between the {{clr|H|5H}} and the JC can be used to give the opposing character more time to fall. Additionally the fafnir can often be slightly delayed. These are ESSENTIAL for comboing into fafnir off of a dustloop on light characters and ultimately make comboing midweight characters much more consistent. Additionally, neutral jumps can be used if you start a combo to close and deep in the corner.


Most common followups after Fafnir are...
Most common followups after Fafnir are...


... '''Fafnir > Running {{clr|1|6P}} > {{clr|4|5H}} JC > {{clr|5|j.D}} > Break > Ender'''
... '''Fafnir, dash {{clr|P|6P}} > {{clr|H|5H}} JC > {{clr|D|j.D}} > Break Ender'''


''or''
''or''


... '''Fafnir > Runflame (2366{{clr|1|P}}) > {{clr|1|6P}} > {{clr|4|5H}} SJC > Break > Ender'''
... '''Fafnir, Runflame (2366{{clr|P|P}}) > {{clr|P|6P}} > {{clr|H|5H}} SJC > {{clr|D|j.D}} > Break Ender'''


The former is the most universal and consistent, while the latter and it's variants (which we will get into) tend to be more character/combo length dependent. As a general rule though, the shorter the starter, the more likely runflame routes are to work.
The former is the most universal and consistent, while the latter and it's variants (which we will get into) tend to be more character/combo length dependent. As a general rule though, the shorter the starter, the more likely runflame routes are to work.


=== Double Dustloop ===
=== Double Dustloop ===
'''Example: {{clr|2|2K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > {{clr|5|j.D}} {{clr|5|j.D}} > 66 JC > {{clr|5|j.D}} {{clr|5|j.D}} > IAD > {{clr|5|j.D}} > Break > {{clr|1|6P}} > {{clr|4|6H}}'''
'''Example: {{clr|K|2K}}/{{clr|S|c.S}} > {{clr|P|6P}} > {{clr|H|5H}} JC > {{clr|D|j.D}} > falling {{clr|D|j.D}} ▷ dash {{clr|D|j.D}}, falling {{clr|D|j.D}} > IAD > {{clr|D|j.D}} > Break {{clr|P|6P}} > {{clr|H|6H}}'''


'''Why:''' The double dustloop route is Sol's most reliable route for getting good damage. It works on more weights, at higher heights, and off messier conversions than Dustloop to Fafnir. Against some characters, the Double Dustloop is the most reliable corner BnB and the best way to get The Good Knockdown.
'''Why:''' The double dustloop route is Sol's most reliable route for getting good damage. It works on more weights, at higher heights, and off messier conversions than Dustloop to Fafnir. Against some characters, the double Dustloop is the most reliable corner combo route and the best way to get The Good Knockdown.


'''Why Not:''' Going to it in situations where a fafnir is possible is giving up damage. Players who can properly identify which combo is possible off a given hit will get more damage and drop less combos. Also sometimes you're just too many hits deep and should go right into the follow-up of your choice.
'''Why Not:''' Going to it in situations where a Fafnir is possible is giving up damage. Players who can properly identify which combo is possible off a given hit will get more damage and drop less combos. Also sometimes you're just too many hits deep and should go right into the follow-up of your choice.


'''Common Issues and Adjustments:''' Pushback becomes a real concern in these combos. Deciding when to dash jump or not can help would consistency and help get the optimum spacing for your follow-up.
'''Common Issues and Adjustments:''' Pushback becomes a real concern in these combos. Deciding when to dash jump or not can help would consistency and help get the optimum spacing for your follow-up.
Line 232: Line 231:
'''The IAD Route'''
'''The IAD Route'''


... '''{{clr|5|j.D}} {{clr|5|j.D}} x2 > IAD {{clr|5|j.D}} > Break > ender'''
... '''[{{clr|D|j.D}}, falling {{clr|D|j.D}}] x2 IAD {{clr|D|j.D}} > Break ▷ Ender'''


or
or
Line 238: Line 237:
'''The "Triple" Loop'''
'''The "Triple" Loop'''


... '''{{clr|5|j.D}} {{clr|5|j.D}} X2 > 66 > j.{{clr|2|K}}{{clr|5|D}} > j.{{clr|2|K}}[{{clr|5|D}} > Follow-up/Ender'''
... '''[{{clr|D|j.D}}, falling {{clr|D|j.D}}] x2 ▷ dash {{clr|K|j.K}} > {{clr|D|j.D}} JC > {{clr|K|j.K}} > {{clr|D|j.D}} > Follow-up/Ender'''


The IAD route offers good consistency into a knockdown while the Triple offers more damage, especially if you can combo into Break.  This can be extremely fussy but if you can get a sense for it, it can be the a great route vs lightweights for achieving The Good Knockdown. The actual route doesn't have to be j.{{clr|2|K}}{{clr|5|D}}, many air strings will work, but the idea is to get 2 additional j.Ds in a normal jump cancel air combo. Adjusting this on the fly is critical to getting the Break to connect cleanly.
The IAD route offers good consistency into a knockdown while the triple offers more damage, especially if you can combo into Break.  This can be extremely fussy but if you can get a sense for it, it can be the a great route vs lightweights for achieving The Good Knockdown. The actual route doesn't have to be {{clr|K|j.K}} > {{clr|D|j.D}}, many air strings will work, but the idea is to get 2 additional {{clr|D|j.D}}s in a normal jump cancel air combo. Adjusting this on the fly is critical to getting Break to connect cleanly.


== Ender Theory ==
== Ender Theory ==
You can sort most enders into 4 different categories...
You can sort most enders into 4 different categories...


Line 252: Line 250:


===Air VV/BR Enders===
===Air VV/BR Enders===
These are the enders you use when you mess up and just want the knockdown. Too far out to hit Break on a Triple Dustloop? Bandit Revolver. Volcanic Viper is preferable when possible because it does more damage and can have more frame advantage, but both knockdowns leave you close enough that you have to spend frames repositioning for oki but without quite enough frames for *good* oki. While generally you want to avoid these when possible, but the ability to bail out of an awkward combo into an easy knockdown is one of Sol's real strengths.
These are the enders you use when you mess up and just want the knockdown. Too far out to hit Break on a triple Dustloop? Bandit Revolver. Volcanic Viper is preferable when possible because it does more damage and can have more frame advantage, but both knockdowns leave you close enough that you have to spend frames repositioning for oki but without quite enough frames for *good* okizeme. While generally you want to avoid these when possible, but the ability to bail out of an awkward combo into an easy knockdown is one of Sol's real strengths.


===Grounded VV Enders===
===Grounded VV Enders===
Examples:  
Examples:  
:* ... '''Break > {{clr|1|6P}} > {{clr|4|6H}} > HVV > Follow Up'''
:* ... '''Break {{clr|P|6P}} > {{clr|H|6H}} > HVV~KD'''
:* ... '''Break > HVV > Follow Up'''
:* ... '''Break HVV~KD'''


Good for maximizing damage or getting a followup after Break during long combos with lots of hitstun decay. An advantage to grounded VVs is they often lead to safe jump setups, though it depends on the character, length of combo, and might still require a slight manual delay.
Good for maximizing damage or getting a follow-up after Break during long combos with lots of hitstun decay. An advantage to grounded Volcanic Viper is they often lead to safe jump setups, though it depends on the character, length of combo, and might still require a slight manual delay.


===Grounded BR Enders===
===Grounded BR Enders===
Examples:  
Examples:  
:*. .. '''Break > {{clr|1|6P}} > Delay > BR'''
:*. .. '''Break {{clr|P|6P}} > delay BR'''
:* ... '''Runflame > {{clr|4|2H}} > BR'''
:* ... '''Runflame, {{clr|H|2H}} > BR'''


Grounded BR gives more frame advantage and can lead to The Good Knockdown, which enables Sol a little opportunity at setplay with Airdash/Empty Low Oki. That said, ending in BR is not always enough, as good spacing is required to maximize the power of these knockdowns and to prevent the opponent from OSing their way out.
Grounded Bandit Revoler gives more frame advantage and can lead to The Good Knockdown, which enables Sol a little opportunity at setplay with air dash/empty kow okizeme. That said, ending in Bandit Revolver is not always enough, as good spacing is required to maximize the power of these knockdowns and to prevent the opponent from OSing their way out.


===6H Ender===
===6H Ender===
Examples:  
Examples:  
:* ... '''Break > {{clr|1|6P}} > {{clr|4|6H}} > Gunflame Feint > Meatie Gunflame'''
:* ... '''Break > {{clr|P|6P}} > {{clr|H|6H}} > GFF, GF'''
:* ... '''Break > {{clr|1|6P}} > {{clr|4|6H}} > Late Cancel Meatie Gunflame'''
:* ... '''Break > {{clr|P|6P}} > {{clr|H|6H}} > delay GF'''


6H Enders give optimal gunflame oki. Feint into Gunflame gives very consistent results, while a late cancel can provide the most advantageous gunflame oki.
6H enders give optimal Gunflame okizeme. Feint into Gunflame gives very consistent results, while a late cancel can provide the most advantageous Gunflame oki.


===Additional Enders===
===Additional Enders===
'''Break > {{clr|1|6P}} > Tyrant Rave''' (Especially with Burst), can be a strong round ender, though the damage and meter is not worth it otherwise. Fafnir into another fafnir can be used to get a ton of frame advantage, often giving you The Good Knockdown (or so much time you can reposition for it). Usually you're giving up too much damage for it to be worthwhile, but sometimes it's one of the few follow-ups you have time to do.
'''Break {{clr|P|6P}} > Tyrant Rave'''
 
Can be a strong round ender, especially with Burst, though the damage and meter is not worth it otherwise. Fafnir into another Fafnir can be used to get a ton of frame advantage, often giving you The Good Knockdown (or so much time you can reposition for it). Usually you're giving up too much damage for it to be worthwhile, but sometimes it's one of the few follow-ups you have time to do.


== The Good Knockdown ==
== The Good Knockdown ==
The Good Knockdown is any knockdown where Sol can jump, land, and hit a meatie low without entering his opponent's throw range. This allows for a rewarding mixup between late airdash j.S and empty jump 2k. If done properly this should be an unfuzzy-able mixup and lead to pressure on block. That said, other options like backdashes and reversals prevent this from being a true fifty/fifty, though the risk/reward is still heavily skewed in your favor. Be warned, if you're too close, some characters can throw OS with 6PH to knock you out of the air or throw you, depending on your options. On the other hand, characters who can't beat your airdash wih 6P can still be airdashed in on safely, still making this an advantageous knockdown. Along with dustloop routes, Sol's normal throw and air throw can often give The Good Knockdown. Air Hit Grand Viper can as well, which is very relevant vs lightweight characters where '''{{color|5|2D}} -> GV''' properly connects, granting you damage, corner carry AND a mixup.
The Good Knockdown is any knockdown where Sol can jump, land, and hit a meatie low without entering his opponent's throw range. This allows for a rewarding mixup between late air dash {{clr|S|j.S}} and empty jump {{clr|K|2K}}. If done properly this should be an unfuzzy-able mixup and lead to pressure on block. That said, other options like backdashes and reversals prevent this from being a true fifty/fifty, though the risk/reward is still heavily skewed in your favor. Be warned, if you're too close, some characters can throw OS with 6PH to knock you out of the air or throw you, depending on your options. On the other hand, characters who can't beat your airdash wih 6P can still be airdashed in on safely, still making this an advantageous knockdown. Along with dustloop routes, Sol's normal throw and air throw can often give The Good Knockdown. Air hit Grand Viper can as well, which is very relevant against lightweight characters where '''{{color|D|2D}} > GV''' properly connects, granting you damage, corner carry AND a mixup.


Note that there are often character specific adjustments that may need to be made per character, even if the route is the same. This list is also more of a starting point, and far from exhaustive. Use it as a starting point.
Note that there are often character specific adjustments that may need to be made per character, even if the route is the same. This list is also more of a starting point, and far from exhaustive. Use it as a starting point.
Line 287: Line 287:
! Combo !! Works on: !! Notes
! Combo !! Works on: !! Notes
|-
|-
| '''... {{clr|5|j.D}} {{clr|5|j.D}} > Fafnir > BB > GF > {{clr|4|2H}} BR''' || ''CH, EL*, FA, JO, KU, KY, LE, PO'' ||  Microdash the fafnir vs. EL
| '''... {{clr|D|j.D}}, falling {{clr|D|j.D}} Fafnir, BB, GF, {{clr|H|2H}} > BR''' || ''CH, EL*, FA, JO, KU, KY, LE, PO'' ||  Microdash the Fafnir vs. EL
|-  
|-  
| '''... {{clr|5|j.D}} {{clr|5|j.D}} > Fafnir > Runflame > {{clr|1|6P}} > delay > {{clr|4|2H}} > sjc > {{clr|5|j.D}} > Break > {{clr|1|6P}} > BR''' || ''AS, AX, JC, RV, SI, VE'' ||
| '''... {{clr|D|j.D}}, falling {{clr|D|j.D}} Fafnir, Runflame, {{clr|P|6P}} > delay > {{clr|H|2H}} SJC > {{clr|D|j.D}} > Break {{clr|P|6P}} > BR''' || ''AS, AX, JC, RV, SI, VE'' ||
|-  
|-  
| '''... {{clr|5|j.D}} {{clr|5|j.D}} > land > {{clr|5|j.D}} {{clr|5|j.D}} > land > iad > {{clr|5|j.D}} > Break > {{clr|3|c.S}} > BR''' || ''BA, DI, IN, JA, MA, MI'' || Common route on light weights. Requires different characters may require difficult delays. Aim to have them high whe the IAD j.D hits so the fire of Break whiffs. you can iad j.KD if you think they're too low.
| '''... [{{clr|D|j.D}}, falling {{clr|D|j.D}}] x2 ▷ IAD {{clr|D|j.D}} > Break {{clr|S|c.S}} > BR''' || ''BA, DI, IN, JA, MA, MI'' || Common route on lightweights. Requires different characters may require difficult delays. Aim to have them high whe the IAD {{clr|D|j.D}} hits so the fire of Break whiffs. you can iad j.KD if you think they're too low.
|-  
|-  
| '''... {{clr|5|j.D}} {{clr|5|j.D}} > Fafnir > Runflame > {{clr|1|6P}} > Gunflame > {{clr|3|j.S}} {{clr|5|j.D}} > Break > {{clr|1|6P}} > BR''' || ''SO, SL, ZA, BE*'' || *On Bedman, end after the second gunflame with 5H > BR
| '''... {{clr|D|j.D}}, falling {{clr|D|j.D}} Fafnir, Runflame, {{clr|P|6P}} > Gunflame, {{clr|S|j.S}} {{clr|D|j.D}} > Break {{clr|P|6P}} > BR''' || ''SO, SL, ZA, BE*'' || *On Bedman, end after the second Gunflame with {{clr|H|5H}} > BR.
|-  
|-  
| '''... {{clr|5|j.D}} {{clr|5|j.D}} > Fafnir > {{clr|4|2H}} > {{clr|5|j.D}} {{clr|5|j.D}} > dashing Fafnir > BR ''' || ''RA'' || Use Fafnir > Fafnir to get an easy knockdown in extended combos.
| '''... {{clr|D|j.D}}, falling {{clr|D|j.D}} Fafnir, {{clr|H|2H}} > {{clr|D|j.D}}, falling {{clr|D|j.D}} ▷ dash Fafnir, BR''' || ''RA'' || Use Fafnir > Fafnir to get an easy knockdown in extended combos.
|-  
|-  
| '''... {{clr|5|j.D}} {{clr|5|j.D}} > Fafnir > Runflame > {{clr|4|2H}} BR''' || ''Most Characters (needs testing)'' || Alternate combo when combos are too long to link Bandit Bringer after Fafnir or you're just not sure what to do
| '''... {{clr|D|j.D}}, falling {{clr|D|j.D}} Fafnir, Runflame, {{clr|H|2H}} > BR''' || ''Most Characters (needs testing)'' || Alternate combo when combos are too long to link Bandit Bringer after Fafnir or you're just not sure what to do.
|}
|}



Revision as of 02:45, 29 January 2023

 Sol Badguy


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
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
GF = Gun Flame
GFF = Gun Flame (Feint)
VV = Volcanic Viper
SVV = GGS.png Volcanic Viper
HVV = GGH.png Volcanic Viper
KD = Knockdown
BR = Bandit Revolver
BB = Bandit Bringer
WT = Wild Throw
RS = Riot Stamp
GV = Ground Viper
DI = Dragon Install
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

If you wish to discuss any of the combos listed here, please consult the (Xrd) Sol Badguy Combo Thread topic on Dustloop.

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 > 236K or [623H~214K] [1] Midscreen 094/106 14/19% All [1] Very Easy Omit BR/623H if it won't reach.
5K > c.S > 2D > 236K RRC > air dash (delay) j.S > j.K > delay j.D ▷ dash j.K > j.S JC > j.S > j.D > (delay) j.623S/H~214K [1] Midscreen 148 -50% / 19% All [3] Medium On KY and LE, you must delay before the air dash.
5K > c.S > 5H/2D > 236P RRC > f.S/5H > 236[K], dash 5K/c.S > 2H JC > j.S JC > j.S > j.H > j.623S/H~214K [1] Midscreen 179 -50% / 14% All [3] Medium Can't use 5H after 236P RRC if 2D was used.
5K > c.S > 2D > 214S (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.H > j.623S/H~214K [1] Midscreen 104 19% All [2] Easy Use only j.H(1) and/or j.623S/623h to account for spacing/height/hurtbox.
air hit 5K SJC > j.P > j.S > j.H > j.623S/H~214K [1] Midscreen 105 19% All [2] Easy Use only j.H(1) and/or j.623S/623H to account for spacing/height/hurtbox.
air hit 5K > 2H JC > j.S JC > j.S > j.H >j.623S/H~214K [1] Midscreen 138 22% All [2] Easy Use only j.H(1) and/or j.623S/623H to account for spacing/height/hurtbox.
air hit 5K JI > 2H SJC > j.S > j.K > j.S JC > j.S > j.H > j.623S/H~214K [1] Midscreen 149 23% All [3] Medium Use only j.H(1) and/or j.623S/623H to account for spacing/height/hurtbox.
5K/c.S > 6P > 5H JC > IAD j.P > j.H(1) > j.623H~(dl.)214K [1] Midscreen 146 21% All [3] Medium On JC, if SJC is performed instead of JC, j.H must hit twice to land a followup 214K.
dash 5K/c.S > 6P > 5H/2H SJC > IAD j.K > (j.D) > j.623S/H~214K [1] Midscreen 160 22% All except RV [4] Hard On DI, you must omit j.D to land 214K. On EL, you must use j.623S and delay 214K. On RA, omit j.D, use j.623S and delay the followup 214K.
5K/c.S > 5H > 214S (max mash) [1] Midscreen 151 17% All [1] Very Easy
5K/c.S > 5H > 214S (max mash) RRC last hit ▷ dash 5K/c.S > 2H JC > j.S JC > j.S > j.H > j.623S~214K [1] Midscreen 222 -50% / 20% All [2] Easy
5K/c.S > 5H JI > 214S (max mash) RRC last hit > air backdash ▷ 236[K], 41236H, dash 236P, 2H > 623H~214K [2] Near-Corner 250 -50% / 21% All [4] Hard
5K/c.S > 6P > (delay 236P) > (delay) 5H/2H JC > j.D, falling j.D ▷ (delay) 41236H, dash 6P > delay 5H/2H JC > j.D > j.214K6P > (delay) 6H/236K or [5H > 623H~214K] [3] Corner 219/221 (228) 38/44% (40%) All [3] Medium If adding delay 236P, you must use 6H/236K ender. On CH, use max delays possible. On IN, MA and MI, perform the first 5H immediately, then delay JC before j.D.
  • Any combo starting from a ground hit 5K or c.S that is not canceled into either 5H or a jump can also be performed off a 2K.
Wild Throw Starters (From Easier to Harder)
Combo Position Damage Tension Gain Works on: Difficulty Notes
623K > (dash) > 2H JC > j.S JC > j.S > j.H > j.236K [1] Midscreen 111 21% All Easier .
623K > 236P > j.K > j.S JC > j.S > j.H > j.236K [1] Midscreen 123 22% All - .
623K > 236P > dash j.K > j.D JC > j.S > j.K > j.D > j.236K Anywhere 122 22% All - Much more horizontal distance carried: can go from one wall to the other. 126 damage if both hits of j.236K connect.
623K > 236P > dash j.K > j.D JC > j.D, falling j.D ▷ (dash) j.K > j.D JC > j.S > j.D > j.236K [1]-[2] 143 29% All - Works better when nearer corner. On lightweights might need a closer wall or to omit the second j.K
623K > (236P) > dash j.D, falling j.D ▷ (dash) 41236H > 236[K] > 236P > 6P > 236P > j.K JC > j.D > j.214K623H~214K [1] Midscreen 174 50% *Listed combo is on Sol (without 236P). Extensions will be very character specific. 623K delay 669 j.D, j.D (dash) 41236H works on all characters, with varying difficulty in timing. Harder If you need to dash 41236H for the route, the input is 4123656H (to avoid getting 623H). You can skip the 1 or the 3 diagonal but not both.
623K > dash under > 5H JC > j.D, falling j.D > 41236H > dash > 6P > delay > 5H JC > j.D > j.214K6P > 6H [3] Corner 159 37% All [3] Medium If you find it difficult on lightweights, dash longer before the first 5H so you catch them slightly lower and farther from the wall, and delay more before the second 5H so they are closer to you after the wallbounce from 6P.
5D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D8 > j.D > j.D > j.K > j.S > j.D JC > j.K > j.S > j.D > j.623S/H~214K [1] Midscreen 126 29% All except BE* [2] Easy On KY, RA and ZT, you must perform j.623S to land the followup 214K.
*On BE, omit the second j.K.
5D6 > 2H > (delay) 6H > 236[K], 41236H, dash 6P > delay 5H/2H JC > j.D > j.214K6P > (delay) 6H/236K or [5H > 623H~214K] [3] Corner 176/179 39/45% All except FA*, IN* [3] Medium On IN, RA and VE, use max delay 2H after dash 6P.
*On FA and IN, replace (delay) 6H with 2H > 5H.
CH 2D Starters
Combo Position Damage Works on: Difficulty Notes
CH 2D > 236P > 5H JC > IAD j.P > j.H(1) > j.236K or [j.623H~214K] [1] Midscreen 154/171 All except MI, JC, JA, RV [3] Medium j.236K has more corner carry, while j.623H~214K has more damage.
CH 2D > 236P > 5H JC > IAD j.P > j.K > j.D > j.236K [1] Midscreen 161 All except KY, MI, JC, JA, RV [3] Medium Even more corner carry than above, but no j.623H~214K option.
CH 2D > 236P > 5H JC > IAD j.P > j.K > delay j.D ▷ dash j.K > j.D JC > j.S > j.D > j.236K [2] Near-Corner 202 SO, ZT, PO, CH, SL, BE, SI, LE, JO, KU, AN [4] Hard
CH 2D > 236P > 5H SJC > IAD j.K > j.D > j.236K or [623H~214K] [1] Midscreen 169/186 All except PO*, BE*, KY**, LE**, RV**, KU [4] Hard On RA, the followup 214K will whiff.
On EL, you must use j.623S and delay 214K.
*On PO and BE, use f.S > 5H after 236P
**On KY, LE and RV, use dash f.S > 5H after 236P.
CH 2D > 236P > 5H SJC > IAD j.K > j.D > j.214K ▷ (dash) c.S JC > j.D > j.214K623H~214K [3] Corner 222 All except PO*, BE*, KY**, LE**, RV**, KU [4] Hard *On PO and BE, use f.S > 5H after 236P.
**On KY, LE and RV, use dash f.S > 5H after 236P.
CH 2D > 236P RRC > 214P, 236[K], 41236H, 236[K], 236P, 6P > 236P > (dash) j.K JC > j.D > j.214K623H~214K [2] Near-Corner 279 SO, ZT, CH, FA, AX*, SL*, BE*, SI**, LE, JC**, RV**, DI*/**, AS** [4] Hard See 41236H, 236[K] Notes
Input RC right as 236P hits the opponent. Whiffing 214P kills time so that the 236[K] hits right after RC slowdown ends.
*On, AX, SL, BE and DI, 236P OTGs in corner.
**On SI, JC, RV, DI and AS, 236P, 6P > 236P only works at a distance.
Other Basic Counter Hit Starters
Combo Position Damage Works on: Difficulty Notes
CH 6P > 236P > AD* > j.S > j.K > j.D > land, dash j.K > j.D > JC j.S > j.D > 623S~214K [1] Midscreen 173 All [3] Medium *Slightly delayed (not-instant) airdash or instant superjump air dash makes it consistent on most characters due to height. On Potemkin iad is needed. sVV on lightweights might need timing adjustments, skip the last j.S on Dizzy. Can jBR for knockdown instead.
CH 6P > delay 236[K] > 41236H, 236[K] > 6P > delay 2H JC > j.D > j.214K6P > 6H [1] Midscreen 232 Example combo on Sol [3] Medium If you wait to visually confirm the counterhit 6P, that should be enough delay to get Bandit Bringer to connect.
CH 6H > delay 236[K] > 41236H, 236[K] > dash 2H JC > j.D > j.214K6P > 6H > (623H~214K) [1] Midscreen 272 (283) All except EL [3] Medium Cannot add hVV at the end on MA, MI, RA, JA, DI. Delay is for hitconfirming.
CH 6H > delay 236[K] > 41236H, dash 6P > 5H JC > j.D > j.214K6P > 6H > (623H~214K) [1] Midscreen 272 Elphelt variant [3] Medium Works on other characters but the previous combo is better when it works.
CH 2H > (same as 6H starter) [1] Midscreen 257 (268) - [3] Medium You can input 2369[K] to make the hitconfirm easier.
CH 2H > JC, falling j.D > 41236H > dash 6P > 5H > JC j.D > j.214K > 6P > 6H [1] Midscreen 223 All [3] Medium For late hitconfirms.
CH 5H > 214S (max mash) [1] Midscreen 136 All [2] Easy
CH 5H > JC IAD j.S > j.H > 2H > 214S (max mash) [1] Midscreen 185 All [3] Medium Standing only
CH 5H > JC IAD > delay j.S > delay j.D > 41236H > dash 6P > 5H > JC j.D > j.S [1] Midscreen 233 All [4] Hard Standing only (Or crouching PO). IAD j.S > j.K > j.D works on certain characters (unreliable on Sol)
CH 5H > 236[K] > 41236H > dash 6P > 5H > JC j.D > j.214K > 6P > 6H [1] Midscreen 242 All except MI, ZA, CH, FA, EL, JC, JA [3] Medium Cannot be easily hitconfirmed, instead have to be aware the opponent will be crouching.
CH 5H > JC IAD j.623S(~214K) [1] Midscreen 85 (96) All [3] Medium IAD confirm that still works on crouching opponents. Will knockdown medium/heavyweights without the extension, but not lightweights.
CH 5H > 236P > 41236H > dash 6P > 5H > JC j.D > j.214K > 6P > 6H > 623H~214K [3] Corner 245 All [3] Medium
CH 5H > 2147S* (max mash) > RRC last hit, air dash back, land > 236[K] > 41236H > 23656P > c.S > 236K [1] Midscreen 244 All [3] Medium *Jump Installed Grand Viper. Gives The Good Knockdown on Sol.
CH 5H > JC IAD j.623S > RRC second hit, land > 236P > dash, j.D, falling j.D > 41236H > dash c.S > 6P > 6H [1] Midscreen 230 All [3] Medium
CH 5H > JC IAD j.623S > RRC second hit, land > 236[K] > 41236H > 23656P > 6P > 6H > 623H~214K [1] Midscreen 253 Lightweight [4] Hard Lightweight variant. Damage tested on Elphelt.
Blitz Attack Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[X+H], dash 5H/2H > 236P, (dash) 2H JC > j.S JC > j.S > j.H > j.623S/H~(dl.)214K [1] Midscreen 218 -25%/27% All [2] Easy Wait until opponent enters crouching state before landing the first 5H/2H. Use only j.H(1) and/or j.623S/H to account for spacing/height/hurtbox. X can be any attack button other than Dust.
Instant Kill Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D8 > P+K+S+H (Gold), 236236H [1] Midscreen Opponent at ≤20% (match point) -50% (-All) / 02% All [1] Very Easy
623K, P+K+S+H (Gold), 236236H
623K RRC > P+K+S+H (Gold), 236236H
[1] Midscreen Opponent at ≤20% (match point) -50% (-All) / 05%
-100% (-All) / 05%
All [4] Hard
[2] Easy
623K, (236P), dash j.D, falling j.D41236H, P+K+S+H (Gold), 236236H [2] Near-Corner Opponent at ≤21% (Opponent at ≤24%) (match point) -50% (-All) / 17% (20%) All [3] Medium
623K, (dash under) 5H/2H JC > dash j.D, falling j.D41236H, IK Mode (Gold), 236236H [3] Corner Opponent at ≤23% (match point) -50% (-All) / 19% All [3] Medium
623K, (dash under) 5H/2H JC > dash j.D, falling j.D41236H, (236[K]), 236P, 6P > 236P RRC > P+K+S+H (Gold), 236[K], 236236H [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 41236H, 236[K] Notes
On JC, perform 6P > 236P immediately. RRC as soon as the second 236P appears.
5K/c.S > 6P > (delay) 5H/2H JC > j.D, falling j.D ▷ (dl.)41236H, P+K+S+H (Gold), 236236H [3] Corner Opponent at ≤29% (match point) -50% (-All) / 17% All [3] Medium On DI, IN, JA, MA and MI, perform 5H immediately, then delay JC before j.D.
5K/c.S > 6P > (delay) 5H/2H JC > j.D, falling j.D ▷ (dl.)41236H, (236[K]), 236P, 6P > 236P RRC > P+K+S+H (Gold), 236[K], 236236H [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 41236H, 236[K] Notes
On DI, IN, JA, MA and MI, perform 5H immediately, then delay JC before j.D. On JC, perform 6P > 236P immediately. RRC as soon as the second 236P appears.
CH 6P/6H/2H > (delay) 236[K], 41236H, 236[K], 236P, 6P > 236P RRC > IK Mode (Gold), 236[K], 236236H [2] Near-Corner Opponent at ≤47% (match point) -100% (-All) / 24% All except EL, MA, MI, RA [3] Medium See 41236H, 236[K] Notes
On DI, IN, JC, RV, SI, you must be at a distance when performing 236P, 6P > 236P. RRC as soon as the second 236P appears.
CH 41236H, dash 6P > 214214H, 5H JC > j.D > j.214K ▷ (dash) P+K+S+H (Gold), 2H JC > j.D > j.214K > 236236H [1] Midscreen Opponent at ≤20% (match point) -100% / 25% Example video on FA, JO [3] Medium Dragon Install Instant Kill confirm off CH Fafnir, works off most dustloop setups. Dash before the IK install is to ensure it does not come out as an RRC. Example video here.

Combo Theory

Sol has excellent damage and great conversions, but you have to look for it in the right places. Sol gets a lot of damage from...

1. Certain Strong Counter Hits
  • 2D, 6P, 6H, 5H, 2H, and second hit of 623H
  • Bandit Revolver and Fafnir look scary but have a lot of initial proration. You still get decent damage from them, the main advantage as starters is the corner carry and stun they give.
2. The Corner
  • Even without spending meter, comboing into a launcher (usually 6P) in the corner gives a great combo and great okizeme setups.
3. Command Throw
  • Wild Throw (623K) gives great combos in the corner with relatively easier execution, and even good damage from midscreen although midscreen routes are more technical. Even without the technical routes, midscreen Wild Throw still gives you great corner carry with ok damage and sets up the corner situation for you.
4. Spending Meter
  • Throw RRC, Gunflame RRC, Jump Install into Grand Viper RRC and even Volcanic Viper RRC in some situations all allow Sol to wait out the slowdown window after a Roman Cancel and skip the 80% damage scaling that Roman Cancel normally gives to combos. Even when he can't, a simple 5H RRC into Bandit Bringer gives him decent damage and corner carry.
  • His corner game also gets better with meter because 2D is an unprorated low attack that is easy to hit confirm into Tyrant Rave, which gives a short Dustloop after in the corner, so both the air dash and empty jump low half of your post-knockdown mix are very scary.

Notably, he does not get a lot of damage from fast pokes without meter. Hitting f.S > 5H at max range will not lead into any longer combo without a roman cancel.

The Dustloop

The cornerstone of Sol's combos is the dustloop, a rising j.D linked to a second falling j.D. While not exclusive to the corner, this sequence's ability to combo into fafnir or back into itself makes it a staple of Sol's most damaging corner combos. There are two primary variants, the Double Dustloop and Dustloop to Fafnir, which each have their own follow-ups and enders.

Starter -> Dustloop -> Follow-up -> Ender

While Sol has many, extremely flexible options for starters, for now we will assume the most common starters...

2K/c.S > 6P > 5H JC > j.D, falling j.D ▷ Follow-up

WT, dash under 5H JC > j.D, falling j.D ▷ Follow-up

Dustloop to Fafnir

Example: 2K/c.S > 6P > 5H JC > j.D j.D ▷ Fafnir, dash 6P > 5H JC > j.D > Break ▷ 6P > 6H

Why: Combos following this route represent the most damaging combos Sol will get in normal situations. As such, routing into fafnir is preferred when possible. The tumble time after fafnir gives time for many character specific routes that maximize damage and can allow you to better routes for setting up safejumps, gunflame oki, or The Good Knockdown.

Why Not: Linking Fafnir after the second j.D can be tricky and often require proper spacing and manual delay, especially when comboing lightweight characters. You also may end up in situations like air to air conversions where a fafnir would not even be possible and a Double Dustloop might be the only option.

Common Issues and Adjustments: When practicing the dustloop, try not to practice 6P routes at point blank in the corner. Being too close can cause characters to whiff over you as you try to fafnir. Manual delays between the 6P > 5H AND the between the 5H and the JC can be used to give the opposing character more time to fall. Additionally the fafnir can often be slightly delayed. These are ESSENTIAL for comboing into fafnir off of a dustloop on light characters and ultimately make comboing midweight characters much more consistent. Additionally, neutral jumps can be used if you start a combo to close and deep in the corner.

Most common followups after Fafnir are...

... Fafnir, dash 6P > 5H JC > j.D > Break ▷ Ender

or

... Fafnir, Runflame (2366P) > 6P > 5H SJC > j.D > Break ▷ Ender

The former is the most universal and consistent, while the latter and it's variants (which we will get into) tend to be more character/combo length dependent. As a general rule though, the shorter the starter, the more likely runflame routes are to work.

Double Dustloop

Example: 2K/c.S > 6P > 5H JC > j.D > falling j.D ▷ dash j.D, falling j.D > IAD > j.D > Break ▷ 6P > 6H

Why: The double dustloop route is Sol's most reliable route for getting good damage. It works on more weights, at higher heights, and off messier conversions than Dustloop to Fafnir. Against some characters, the double Dustloop is the most reliable corner combo route and the best way to get The Good Knockdown.

Why Not: Going to it in situations where a Fafnir is possible is giving up damage. Players who can properly identify which combo is possible off a given hit will get more damage and drop less combos. Also sometimes you're just too many hits deep and should go right into the follow-up of your choice.

Common Issues and Adjustments: Pushback becomes a real concern in these combos. Deciding when to dash jump or not can help would consistency and help get the optimum spacing for your follow-up.

Most common follow-ups after a Double Dustloop are...

The IAD Route

... [j.D, falling j.D] x2 ▷ IAD j.D > Break ▷ Ender

or

The "Triple" Loop

... [j.D, falling j.D] x2 ▷ dash j.K > j.D JC > j.K > j.D > Follow-up/Ender

The IAD route offers good consistency into a knockdown while the triple offers more damage, especially if you can combo into Break. This can be extremely fussy but if you can get a sense for it, it can be the a great route vs lightweights for achieving The Good Knockdown. The actual route doesn't have to be j.K > j.D, many air strings will work, but the idea is to get 2 additional j.Ds in a normal jump cancel air combo. Adjusting this on the fly is critical to getting Break to connect cleanly.

Ender Theory

You can sort most enders into 4 different categories...

1. Air VV/BR Enders 2. Grounded VV Enders 3. Grounded BR Enders 4. 6H Enders

Air VV/BR Enders

These are the enders you use when you mess up and just want the knockdown. Too far out to hit Break on a triple Dustloop? Bandit Revolver. Volcanic Viper is preferable when possible because it does more damage and can have more frame advantage, but both knockdowns leave you close enough that you have to spend frames repositioning for oki but without quite enough frames for *good* okizeme. While generally you want to avoid these when possible, but the ability to bail out of an awkward combo into an easy knockdown is one of Sol's real strengths.

Grounded VV Enders

Examples:

  • ... Break ▷ 6P > 6H > HVV~KD
  • ... Break ▷ HVV~KD

Good for maximizing damage or getting a follow-up after Break during long combos with lots of hitstun decay. An advantage to grounded Volcanic Viper is they often lead to safe jump setups, though it depends on the character, length of combo, and might still require a slight manual delay.

Grounded BR Enders

Examples:

  • . .. Break ▷ 6P > delay BR
  • ... Runflame, 2H > BR

Grounded Bandit Revoler gives more frame advantage and can lead to The Good Knockdown, which enables Sol a little opportunity at setplay with air dash/empty kow okizeme. That said, ending in Bandit Revolver is not always enough, as good spacing is required to maximize the power of these knockdowns and to prevent the opponent from OSing their way out.

6H Ender

Examples:

  • ... Break > 6P > 6H > GFF, GF
  • ... Break > 6P > 6H > delay GF

6H enders give optimal Gunflame okizeme. Feint into Gunflame gives very consistent results, while a late cancel can provide the most advantageous Gunflame oki.

Additional Enders

Break ▷ 6P > Tyrant Rave

Can be a strong round ender, especially with Burst, though the damage and meter is not worth it otherwise. Fafnir into another Fafnir can be used to get a ton of frame advantage, often giving you The Good Knockdown (or so much time you can reposition for it). Usually you're giving up too much damage for it to be worthwhile, but sometimes it's one of the few follow-ups you have time to do.

The Good Knockdown

The Good Knockdown is any knockdown where Sol can jump, land, and hit a meatie low without entering his opponent's throw range. This allows for a rewarding mixup between late air dash j.S and empty jump 2K. If done properly this should be an unfuzzy-able mixup and lead to pressure on block. That said, other options like backdashes and reversals prevent this from being a true fifty/fifty, though the risk/reward is still heavily skewed in your favor. Be warned, if you're too close, some characters can throw OS with 6PH to knock you out of the air or throw you, depending on your options. On the other hand, characters who can't beat your airdash wih 6P can still be airdashed in on safely, still making this an advantageous knockdown. Along with dustloop routes, Sol's normal throw and air throw can often give The Good Knockdown. Air hit Grand Viper can as well, which is very relevant against lightweight characters where 2D > GV properly connects, granting you damage, corner carry AND a mixup.

Note that there are often character specific adjustments that may need to be made per character, even if the route is the same. This list is also more of a starting point, and far from exhaustive. Use it as a starting point.

Combo Works on: Notes
... j.D, falling j.D ▷ Fafnir, BB, GF, 2H > BR CH, EL*, FA, JO, KU, KY, LE, PO Microdash the Fafnir vs. EL
... j.D, falling j.D ▷ Fafnir, Runflame, 6P > delay > 2H SJC > j.D > Break ▷ 6P > BR AS, AX, JC, RV, SI, VE
... [j.D, falling j.D] x2 ▷ IAD j.D > Break ▷ c.S > BR BA, DI, IN, JA, MA, MI Common route on lightweights. Requires different characters may require difficult delays. Aim to have them high whe the IAD j.D hits so the fire of Break whiffs. you can iad j.KD if you think they're too low.
... j.D, falling j.D ▷ Fafnir, Runflame, 6P > Gunflame, j.S j.D > Break ▷ 6P > BR SO, SL, ZA, BE* *On Bedman, end after the second Gunflame with 5H > BR.
... j.D, falling j.D ▷ Fafnir, 2H > j.D, falling j.D ▷ dash Fafnir, BR RA Use Fafnir > Fafnir to get an easy knockdown in extended combos.
... j.D, falling j.D ▷ Fafnir, Runflame, 2H > BR Most Characters (needs testing) Alternate combo when combos are too long to link Bandit Bringer after Fafnir or you're just not sure what to do.

Video Examples

'


Navigation

 Sol Badguy


GGXRD-R2/Navigation