User:Kayin/SolComboRevamp

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 Sol Badguy

Kayin/Data

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

Basic Combos

Meterless Midscreen Combos

Example Ground Starter Combos

  • 2P > 2P >] c.S > 2D > Bandit Revolver / H Volcanic Viper (if in range)
  • f.S > 5H
  • f.S > 2S (whiff)

Sol's midscreen meterless are somewhat limited and require him to get close in to Gatling into 2d and then optionally into Bandit Revolver or H Volcanic Viper for additional damage and corner carry. Bandit Revolver tends to hit from farther out, is safer to whiff, and generates more corner carry, but VHH does more damage. Generally try to avoid H in these strings as they push the opponent out, often out of 2D range. Be warned that the range Bandit Revolver will whiff at is

A lack of meter limits the reward of one of Sol's best midrange tools, f.S. Comboing into 5H for as little extra damage, or f.S to reduce recovery (especially when they're out of range for 5H) are still perfectly valid and useful routes

Example Air Combos Combos

  • AA 5k > j.K > j.S jcj.K j.H > Bandit Revolver / H Volcanic Viper
  • AA 5K > 2H > j.S > j.D jc j.S > j.D > Bandit Revolver

Air gatlings for basic Sol combos are pretty straight forward, generally featuring 1-3 attacks per jump and ending in a knockdown special. Bandit Revolver from high up offers a TON of corner carry and the recommended ender in a lot of situations.

While many of these normals have other advanced uses (like anti burst OSs, guts crush and fancy links), in general...

j.P and j.K are fast air buttons that provide less damage but are an idea button after a low hitsun starter like 5k or late in a combo. j.P isn't jump cancelable but easily gatlings to buttons that are.. Omitting these buttons tends to lead to more damaging combos unless your opponent is at very low health (See: Guts Crushing).

j.S is damaging filler with a forgiving hitbox. it's slower than j.K and will miss some combo opportunities j.K won't.

j.H and j.D are damaging normals and are usually the last normals you will do in a basic combo before combing into special. j.D is more damaging but launches opponents away. It's also jump cancelable, which can sometimes allow strings like j.K > j.D jc j.K > j.D if you're close enough and is the key move in the more advanced Dust Loop. j.H is an incredible combo move with many advanced uses (Burst OSs, link combos, gutcrushes) but in basic combos is mostly used to combo into a special off of without pushing the opponent way, like when comboing into a midscreen Volcanic Viper ender.

While often there are more advanced combos one could go for in many situations, basic air strings like these are still essential components to many of Sol's combos.

Metered Conversions

  • f.S > 5H RC...

Sol has many ways to spend meter in combos, but one most the most immediately beneficial is f.S > 5H RC. Use of this route greatly increases the threat of Sol at neutral, allowing him to get high rewards off his best pokes. While other metered routes exist off of f.S that can do more damage, work at farther ranges or provide burst resistance, a simple route such as f.S > 5H RC Bandit Bringer... will remain useful even at the highest levels of play.

Example Combos Combos

  • f.S > 5H RC Bandit Bringer > Running 5K > 2H jc j.S j.D jc j.S j.D > Bandit Revolver (Close to Croner)
  • f.S > 5H RC Bandit Bringer > Fafnir > Running 6P > 5H > j.D > Break> 6P > 6H (Close to Croner)


  • 2D > Gunflame RC > 2P > Bandit Bringer


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 Counterhits
  • 2D, 6P, 6H, 5H, 2H, and second hit of 623H
  • BB 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 oki 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
  • 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 5H rrc Bandit Bringer route 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 hitconfirm into Tyrant Rave super, which gives a short dustloop after in the corner, so both the airdash and emptyjump low half of your oki 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 -> Dust Loop -> 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 j.D Follow-up

WT > Run Under > 5H JC > j.D j.D > Follow-up

Dustloop to Fafnir

Example: 2K/c.S > 6P > 5H > j.D j.D > Fafnir > Running 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 > Running 6P > 5H JC > j.D > Break > Ender

or

... Fafnir > Runflame (2366P) > 6P > 5H SJC > 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 > j.D j.D > 66 JC > j.D 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 BnB 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 j.D x2 > IAD j.D > Break > ender

or

The "Triple" Loop

... j.D j.D X2 > 66 > j.KD > j.K[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.KD, 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.

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* 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.

Grounded VV Enders

Examples:

  • ... Break > 6P > 6H > HVV > Follow Up
  • ... Break > HVV > Follow Up

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.

Grounded BR Enders

Examples:

  • . .. Break > 6P > Delay > BR
  • ... Runflame > 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.

6H Ender

Examples:

  • ... Break > 6P > 6H > Gunflame Feint > Meatie Gunflame
  • ... Break > 6P > 6H > Late Cancel Meatie Gunflame

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

Additional Enders

Break > 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.

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 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 j.D > Fafnir > BB > GF > 2H BR CH, EL*, FA, JO, KU, KY, LE, PO Microdash the fafnir vs. EL
... j.D j.D > Fafnir > Runflame > 6P > delay > 2H > sjc > j.D > Break > 6P > BR AS, AX, JC, RV, SI, VE
... j.D j.D > land > j.D j.D > land > j.S j.D > JC > j.S j.D > Break > 6P > BR BA, DI, IN, JA, MA, MI Common route on light weights. Requires different variations, delays and running jumps to properly space per character
... j.D 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 j.D > Fafnir > 2H > j.D j.D > dashing Fafnir > BR RA Use Fafnir > Fafnir to get an easy knockdown in extended combos.
... j.D 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