GGXRD-R2/Sol Badguy/Combos

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 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 236K/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/H to account for spacing/height/hurtbox.
air hit 5K HJC, 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/H 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/H to account for spacing/height/hurtbox.
air hit 5K JI > 2H HJC, 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/H to account for spacing/height/hurtbox.
5K/c.S > 6P > 5H JC, IAD j.P > j.H(1) > j.623H~(delay) 214K [1] Midscreen 146 21% All [3] Medium On JC, if HJC is performed instead of JC, j.H must hit twice to land a follow-up 214K.
dash 5K/c.S > 6P > 5H/2H HJC, 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 follow-up 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 the 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 [2] Easy
623K, 236P, j.K > j.S JC, j.S > j.H > j.236K [1] Midscreen 123 22% All [2] Easy
623K, 236P, dash j.K > j.D JC, j.S > j.K > j.D > j.236K Anywhere 122 22% All [2] Easy 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 [3] Medium 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 SO (without 236P). Extensions will be very character specific. 623K, delay dash j.D, falling j.D ▷ (dash) 41236H works on all characters, with varying difficulty in timing. [4] Hard 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.D41236H, 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 wall bounce 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 ZA, you must perform j.623S to land the follow-up 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, ZA, PO, CH, SL, BE, SI, LE, JO, KU, AN [4] Hard
CH 2D > delay 236P > 5H HJC, IAD j.P > j.K > delay j.D ▷ (dash) j.K > j.D JC, j.D > j.214K > (dash) c.S > 6P > 6H > 623H ~ 214K [2] Near-Corner 222 on EL BA, DI, EL, IN, JC*, JA, MA, MI, RA [4] Hard *On Jack-O, the ender is j.D > j.214K > j.D > j.214K > 623H ~ 214K
CH 2D > 236P > 5H HJC, 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 follow-up 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 HJC, 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, ZA, 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 > air dash j.S > j.K > j.D ▷ dash j.K > j.D JC, j.S > j.D > 623S~214K [1] Midscreen 173 All [3] Medium Slightly delayed (not-instant) air dash or instant super jump air dash makes it consistent on most characters due to height. On PO, IAD is needed. 623S on lightweights might need timing adjustments, skip the last j.S on DI. Can j.236K 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 SO [3] Medium If you wait to visually confirm the CH 6P, that should be enough delay to get 236[K] 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 623H at the end on MA, MI, RA, JA, DI. Delay is for hit confirming.
CH 6H > delay 236[K], 41236H, dash 6P > 5H JC, j.D > j.214K6P > 6H > (623H~214K) [1] Midscreen 272 All [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 hit confirm easier.
CH 2H JC, falling j.D41236H, dash 6P > 5H JC, j.D > j.214K6P > 6H [1] Midscreen 223 All [3] Medium For late hit confirms.
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.D41236H, dash 6P > 5H JC, j.D > j.214K623H~214K [1] Midscreen 224 All [4] Hard Standing only (or crouching PO). IAD j.S > j.K > j.D works on certain characters (unreliable on SO).
CH 5H > 236[K], 41236H, dash 6P > 5H JC, j.D > j.214K6P > 6H [1] Midscreen 242 All except MI, ZA, CH, FA, EL, JC, JA [3] Medium Cannot be easily hit confirmed, 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 JI (max mash) > RRC last hit, air backdash ▷ 236[K], 41236H, 23656P, c.S > 236K [1] Midscreen 244 All [3] Medium Jump Installed 214S. Gives The Good Knockdown on SO.
CH 5H JC, IAD j.623S > RRC second hit ▷ 236P, dash j.D, falling j.D41236H, dash c.S > 6P > 6H [1] Midscreen 230 All [3] Medium
CH 5H JC, IAD j.623S > RRC second hit ▷ 236[K], 41236H, 23656P, 6P > 6H > 623H~214K [1] Midscreen 253 Lightweights [4] Hard Lightweight variant. Damage tested on EL.
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~(delay) 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
5D6 > 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, j.D, falling j.D41236H, P+K+S+H (Gold), 236236H [3] Corner Opponent at ≤23% (match point) -50% (-All) / 19% All [3] Medium
623K, (dash under) 5H/2H JC, 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, ZA)
[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 ▷ (delay) 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 the JC before j.D.
5K/c.S > 6P > (delay) 5H/2H JC, j.D, falling j.D ▷ (delay) 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, ZA)
[3] Medium
MA, MI: [4] Hard
See 41236H, 236[K] Notes
On DI, IN, JA, MA and MI, perform 5H immediately, then delay the 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, P+K+S+H (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 Bringer 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 Ground 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, falling 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 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 middleweight characters much more consistent. Additionally, neutral jumps can be used if you start a combo to close and deep in the corner.

Most common follow-ups after Fafnir are...

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

or

... Fafnir, Runflame (2366P) > 6P > 5H HJC, 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 option selecting 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 50/50, though the risk/reward is still heavily skewed in your favor. Be warned, if you're too close, some characters can throw OS with 6P+H to knock you out of the air or throw you, depending on your options. On the other hand, characters who can't beat your air dash wih 6P can still be air dashed 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 Ground 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 KY, PO, CH, FA, EL*, LE, JO, KU Microdash the Fafnir against EL.
... j.D, falling j.D ▷ Fafnir, Runflame, 6P > delay 2H HJC, j.D > Break ▷ 6P > BR AX, VE, SI, JC, RV, AS
... [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 second hit of Break whiffs. You can IAD j.K > j.D if you think they're too low.
... j.D, falling j.D ▷ Fafnir, Runflame, 6P > Gunflame, j.S j.D > Break ▷ 6P > BR SO, ZA, SL, BE* *On BE, end after the second GF 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.

Fafnir to Bandit Bringer Specifics

Fafnir, BB Link Notes
Character Midscreen Corner Notes
 Answer Always works Never works
 Axl Fails through the outer knee and at min height Never works Midscreen: Aim above/below the knee, avoid min height.
 Baiken Always works Never works
 Bedman Always works Fails through outer shin Corner: Aim above/below the shins.
 Chipp Always works Only works through outer shin and at min height Corner: Aim for outer shin or min height.
 Dizzy Always works Never works
 Elphelt Only works at very high or min height Only works through the feet Midscreen: Aim very high or for min height. Corner: Aim for the feet.
 Faust Always works Fails at lower heights Corner: Aim high.
 Haehyun Always works Always works
 I-No Always works Never works
 Jack-O' Fails at specific low height Only works at very high height Midscreen: Aim above or below specific low height. Corner: Aim very high.
 Jam Always works Always works
 Johnny Fails at lower heights Fails at lower heights Midscreen/Corner: Aim high.
 Ky Always works Only works at very high height Corner: Aim very high.
 Leo Always works Only works through the feet Corner: Aim for the feet.
 May Always works Only works at specific mid height Corner: Aim for specific mid height.
 Millia Fails at specific low height Only works at specific mid height Midscreen: Aim above or below specific low height. Corner: Aim for specific mid height.
 Potemkin Always works Always works
 Ramlethal Fails at lower heights Only works at specific mid height Midscreen: Aim high. Corner: Aim for specific mid height.
 Raven Always works Never works
 Sin Fails at lower heights Never works Midscreen: Aim high.
 Slayer Fails at higher heights Fails at feet, knees and min height Midscreen: Aim low. Corner: Aim slightly below max height or slightly above min height.
 Sol Fails at lower heights Fails at lower heights Midscreen/Corner: Aim high.
 Venom Always works Only works at specific mid height Corner: Aim for specific mid height.
 Zato Always works Only works at min height Corner: Aim for min height.

Transcribed from Fafnir, Bandit Bringer Notes which also contains detailed explanation of combo routes afterwards.

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