< GGXRD | Sol Badguy
Sol Badguy |
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Defense Modifier: x1.00 Guts Rating: 1 Stun Resistance: 60 Jump Startup: 3F Backdash Time: 16F Backdash Invincibility: 1-8F
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Combos
If you wish to discuss any of the combos listed here, please consult the (Xrd) Sol Badguy Combo Thread topic on Dustloop.
Combo Notation Guide
Combo Notation Guide: |
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Special/Overdrive Abbreviations: |
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Combo List
- Midscreen
# | Combo | Damage | Tension Gain | Works on: | Notes |
---|---|---|---|---|---|
1.1 | 5K > c.S > 2D > BR or [HSVV -> TO] | 094/106 | 14/19% | All | Easy. Omit BR/HSVV if it won't reach. |
1.2 | 5K > c.S > 2D > BR (RC) > air dash (delay) j.S > j.K > delay j.D ▷ dash j.K > j.S (JC) > j.S > j.D > (delay) j.VV -> TO |
148 | -50% / 19% | All | Medium. Delay before air dash required on KY. |
1.3 | 5K > c.S > 2D > GF (RC) > f.S > BB, dash c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO |
167 | -50% / 14% | All | Easy. |
2 | 5K > c.S > 2D > GV (no mash) | 097 | 17% | MA, RA | Easy. Must be point blank for GV to connect on MA. |
3.1 | 5K/c.S > 6P > 5HS/2HS (JC) > IAD j.P > j.HS(1) > j.HSVV -> TO | 146 | 21% | All | Medium. |
3.2 | dash 5K/c.S > 6P > 5HS/2HS (HJC) > IAD j.K > j.D > j.VV -> TO | 160 | 21% | All | Hard. |
4.1 | 5K/c.S > 5HS > GV | 151 | 17% | All | Easy. |
4.2 | 5K/c.S > 5HS > GV (RC) ▷ dash c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.SVV -> TO |
222 | -50% / 20% | All | Easy. |
5.1 | f.S (RC) > dash > Combo 1.1 | 102/111 | -50% / 05/06% | All | Easy. |
5.2 | f.S (RC) > dash > Combo 3.1 | 129 | -50% / 06% | All | Medium. |
5.3 | f.S (RC) > dash > Combo 4.1 | 132 | -50% / 06% | All | Easy. |
6.1 | f.S > 5HS (RC) > dash c.S > 5HS > 2D > BR or [HSVV -> TO] | 148/157 | -50% | All | Easy. |
6.2 | f.S > 5HS (RC) > dash > Combo 4.1 | 158 | -50% | All | Easy. |
6.3 | f.S > 5HS (RC) > BB, dash f.S > 5HS (JC) > IAD j.P > j.HS(1) > j.HSVV -> TO |
173 | -50% | All | Medium. |
6.4 | f.S > 5HS (RC) > BB, dash 5K > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO |
180 | -50% | All | Easy. Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox. |
# | Combo | Damage | Tension Gain | Works on: | Notes |
---|---|---|---|---|---|
1.1 | WT > walk/dash under 5HS > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO |
133 | 28% | All | Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox. |
1.2 | WT > walk/dash under 5HS (JI) > 2HS (HJC) > j.S > j.K > j.S (JC) > j.S > j.HS > j.VV -> TO |
138 | 29% | All | See Combo 1.1. |
2.1 | WT > delay GF, dash c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO |
143 | 30% | All | See Combo 1.1. |
2.2 | WT > delay GF, dash c.S (JI) > 2HS (HJC) > j.S > j.K > j.S (JC) > j.S > j.HS > j.VV -> TO |
145 | 31% | All | See Combo 1.1. |
3 | Throw (RC) > backdash (delay) BB, dash c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO |
172 | -50% / 08% | All | See Combo 1.1. Delay BB slightly to bypass RC proration. |
4 | Air Throw (RC) ▷ BB, dash c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO |
133 | -50% / 08% | All | See Combo 1.1. |
Combo Theory
This section provides an overview of Sol’s common combo routes depending on the range and screen position you landed a hit. As always, the top priority is ending any conversion into knockdown whenever possible, unless the combo will end the round regardless.
- Ground Hits
- Close Range
- Hits on grounded opponents at close range are typically converted to 2D for a knockdown. This includes close hits from jump-ins. The 2D can be special cancelled for added damage if the opponent isn’t pushed out too far following the 2D. Example:
- - 5K(1) > c.S > 2D > BR (video example)
- Hits on grounded opponents at close range are typically converted to 2D for a knockdown. This includes close hits from jump-ins. The 2D can be special cancelled for added damage if the opponent isn’t pushed out too far following the 2D. Example:
- Far Range
- Hits on grounded opponents from outside 2D range typically won’t grant many combo options without Counter Hits or Roman Cancel. Otherwise, they should simply be cancelled into anything that will be advantageous given the current situation. Example:
- - f.S > 5HS (RC) > BB > see Air Hits
- Hits on grounded opponents from outside 2D range typically won’t grant many combo options without Counter Hits or Roman Cancel. Otherwise, they should simply be cancelled into anything that will be advantageous given the current situation. Example:
- Air Hits
- Close Range
- Close hits on airborne opponents typically lead to jump cancels into various air combo options which end in Aerial Volcanic Viper (j.VV) -> Tataki Otoshi (TO). The amount of air normals that can be used before the j.VV -> TO can vary slightly depending on range and character hurtbox and weight tendencies, but it is possibly to adjust accordingly during the combo. It’s important to acknowledge whether or not the TO will reach after j.VV, because if it whiffs, it can leave you at disadvantage after the opponent techs. Example:
- - 5K (JC) > j.K > j.S (JC) > j.S > j.HS(1) > j.HSVV (video example)
- Close hits on airborne opponents typically lead to jump cancels into various air combo options which end in Aerial Volcanic Viper (j.VV) -> Tataki Otoshi (TO). The amount of air normals that can be used before the j.VV -> TO can vary slightly depending on range and character hurtbox and weight tendencies, but it is possibly to adjust accordingly during the combo. It’s important to acknowledge whether or not the TO will reach after j.VV, because if it whiffs, it can leave you at disadvantage after the opponent techs. Example:
- Far Range
- A far air hit is one that cannot be converted to an Aerial Volcanic Viper (j.VV) -> Tataki Otoshi (TO) with simple jump cancel to air combo methods. These hits will typically lead into 2HS or 5HS. Following the 2HS or 5HS hit, you can jump cancel into an instant air dash j.P into a short air combo which leads into j.VV -> TO. From air hit 5HS, you can choose to use an air dash j.K to reach farther. The air dash closes the distance required to land the TO. An easier to execute but more costly method of converting off the 5HS is using Roman Cancel, then continuing with Bandit Bringer into follow-up combos. Note this will not work from 2HS. Examples:
- - f.S > 5HS (RC) > BB, dash f.S > 5HS (JC) > IAD j.P > j.HS(1) > j.SVV -> TO (video example)
- - f.S > 5HS (RC) > BB > see Air Hits
- A far air hit is one that cannot be converted to an Aerial Volcanic Viper (j.VV) -> Tataki Otoshi (TO) with simple jump cancel to air combo methods. These hits will typically lead into 2HS or 5HS. Following the 2HS or 5HS hit, you can jump cancel into an instant air dash j.P into a short air combo which leads into j.VV -> TO. From air hit 5HS, you can choose to use an air dash j.K to reach farther. The air dash closes the distance required to land the TO. An easier to execute but more costly method of converting off the 5HS is using Roman Cancel, then continuing with Bandit Bringer into follow-up combos. Note this will not work from 2HS. Examples:
- Air-to-Air Hits
- Air-to-air hits should be eventually converted to Aerial Volcanic Viper (j.VV) -> Tataki Otoshi (TO) for a knockdown. Depending on spacing and the starter, j.VV -> TO may not reach at all, or you may need to cancel into it directly to connect. If j.HS hits an airborne opponent who is close to ground as you are falling, you can often land and link 5K into follow-up combos. When j.D hits an opponent as you approach corner, it can be converted into Dustloops or Fafnir upon landing, depending on the height and distance. Example:
- - j.P > j.HS(1) > j.VV -> TO
- - j.HS |> 5K (JC) > see Air Hits
- See this video for a collection of air-to-air confirms: https://www.youtube.com/watch?v=Vg7QNwiGl7c
- Air-to-air hits should be eventually converted to Aerial Volcanic Viper (j.VV) -> Tataki Otoshi (TO) for a knockdown. Depending on spacing and the starter, j.VV -> TO may not reach at all, or you may need to cancel into it directly to connect. If j.HS hits an airborne opponent who is close to ground as you are falling, you can often land and link 5K into follow-up combos. When j.D hits an opponent as you approach corner, it can be converted into Dustloops or Fafnir upon landing, depending on the height and distance. Example:
- Dustloops
- The Dustloop or D-Loop is a technique used to maximize damage output in the corner. It involves using a rising j.D to hit an airborne opponent, then performing another j.D after the first one recovers as Sol descends from the jump. To put it simply, j.D grants long enough untechable time to combo into itself without the need for any cancels. A “1 rep” Dustloop involves one rising j.D comboing into a falling j.D, then following that up with an ender of some sort. A “2 rep” Dustloop involves comboing a rising j.D into a falling j.D, then landing and doing the same once more before going to an ender. Sol can go into the Dustloop from any hits that make the opponent airborne, the most common example being 6P, which wall bounces. Following the wall bounce, simply use 5HS or 2HS then jump cancel into j.D. Other common Dustloop starters include air dash j.S > j.D, Wild Throw, Gun Flame, and Tyrant Rave ver.β. The following are common, practical routes that make use of the Dustloop.
- Basic Universal Route
- - 1 or 2 reps |> dash j.K/j.S > j.D (JC) > j.S > j.D > j.SVV->TO
- This is the standard Dustloop into Aerial Volcanic Viper -> Tataki Otoshi knockdown. It works on all characters, with minor timing alterations required depending on a character’s weight or aerial hurtbox. From most starters, 2 reps are possible here, the only time 2 reps will not connect is from jump-in starters linked into ground combos to start the Dustloop, or if too many normals were included in the ground combo which set up the Dustloop. In general, the goal is to set the Dustloop up with as few moves as possible.
- Example 1: j.S |> 5K > 6P > 5HS/2HS (JC) into Basic Universal Route. Only 1 rep will be possible here.
- Example 2: 5K/2K > 6P > 5HS/2HS (JC) into Basic Universal Route. 2 reps will be possible here.
- This is the standard Dustloop into Aerial Volcanic Viper -> Tataki Otoshi knockdown. It works on all characters, with minor timing alterations required depending on a character’s weight or aerial hurtbox. From most starters, 2 reps are possible here, the only time 2 reps will not connect is from jump-in starters linked into ground combos to start the Dustloop, or if too many normals were included in the ground combo which set up the Dustloop. In general, the goal is to set the Dustloop up with as few moves as possible.
- Standard Route (fails on deep-in-corner I-no, May, Millia)
- - 1 rep |> Fafnir, dash 6P > 5HS/2HS (JC) > j.D > Kudakero |> 6P > BR
- This route is the standard because it leads to more damage, Tension gain, and permits more advantageous knockdown options. Against I-no, May, and Millia when deep in corner Fafnir whiffs due to their hurtboxes and weight. If the Dustloop rep did not put Sol very deep in corner, Fafnir will still connect, which is common from certain starters.
- Example 1: air dash j.S > j.D |> dash 5HS/2HS (JC) into Optimal for Non-Lightweights route.
- Example 2: Wild Throw (thrown out of corner) > cross-under 5HS/2HS (JC) into Standard Route. Note this will also work on I-no, May, and Millia because the Dustloop rep ends with Sol not deep in corner.
- This route is the standard because it leads to more damage, Tension gain, and permits more advantageous knockdown options. Against I-no, May, and Millia when deep in corner Fafnir whiffs due to their hurtboxes and weight. If the Dustloop rep did not put Sol very deep in corner, Fafnir will still connect, which is common from certain starters.
- The Dustloop or D-Loop is a technique used to maximize damage output in the corner. It involves using a rising j.D to hit an airborne opponent, then performing another j.D after the first one recovers as Sol descends from the jump. To put it simply, j.D grants long enough untechable time to combo into itself without the need for any cancels. A “1 rep” Dustloop involves one rising j.D comboing into a falling j.D, then following that up with an ender of some sort. A “2 rep” Dustloop involves comboing a rising j.D into a falling j.D, then landing and doing the same once more before going to an ender. Sol can go into the Dustloop from any hits that make the opponent airborne, the most common example being 6P, which wall bounces. Following the wall bounce, simply use 5HS or 2HS then jump cancel into j.D. Other common Dustloop starters include air dash j.S > j.D, Wild Throw, Gun Flame, and Tyrant Rave ver.β. The following are common, practical routes that make use of the Dustloop.
Combo Examples
This video demonstrates a small collection of simple, practical Sol combos.