GGST/Sol Badguy/Combos: Difference between revisions

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{{MFlag|update|clarifier=Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.|sticky=1}}
 
==Beginner Combos==
==Beginner Combos==
{{BeginnerComboDef}}
{{BeginnerComboDef}}

Revision as of 17:32, 27 June 2022

 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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

BNB Close Range Ground Combo

BNB A staple combo that is simple yet effective. Close Range Ground ComboA staple combo that grants amazing pressure on hit.
Easy

c.S > dl. f.S > 5H > 236KK
This combo is one that all Sols know and love, due to it being easy to Hit confirm This keyword does not have an entry in the Glossary off of a blocked c.S > f.S > 5H, as if the 5H does not hit, he can cancel into 236PGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10 on block for a way to disengage with his opponent.

This combo also works if you start from a midrange f.S hit, all you have to do is cut out the c.S and you will be able to do the exact same combo with no executional changes, besides cutting out one move.

This combo also gives an opportunity for a Meaty Attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. after the 236KKGGST Sol Badguy 236KK.pngGuardAllStartup6Recovery6+17 LandingAdvantage-11 with f.S, which starts Sols pressure To attack the opponent continuously and leave little room for counter attacks. game, due to Sol's f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 being +2 on block. Which can create an opportunity for frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s. For more information on Sol's pressure game, click here

BNB Close Range Light Starter Ground Combo

BNB Close Range Light Starter Ground ComboGreat way to mash out of pressure with 5K.
Very Easy

Kick Starter > 2D > 236KK
This combo is great due to it being Sol's greatest meterless Kick conversion, and giving a Soft knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense. which allows Sol to use a meaty f.S to start his pressure game described above.

The two Kick starters into 2D include 2K and 5K. 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 is usually used as a way to stop the opponents offense due to its 3 frame startup and long range. While 2KGGST Sol Badguy 2K.pngGuardLowStartup5Recovery11Advantage-2 is usually used for frametrapping after a blocked f.S.

This combo can also be finished early by only doing 236K to get an even stronger meaty with (dl.) 41236HGGST Sol Badguy 41236H.pngGuardAll (Guard Crush)Startup24Recovery16Advantage+11. This leaves Sol +11 on block which allows him to do an uninterruptable string into f.S.

BNB Close Range Punch Starter Ground Combo

BNB Close Range Punch Starter Ground ComboGrants very little pressure on hit.
Very Easy

(2P > ) 2P > 6H
This combo does not give greatest oki yet is needed due to 2P being a great way to start engagements and to abare An attack during the opponent's pressure, intended to interrupt it. with, alongside 5K. But do not get too trigger happy with this combo, as 6H is very punishable on block.

You will need to subtract the amount of Ps based on range. Generally if you are touching the opponents collision box, you are able to get 2 2Ps before needing to go into 6H.

This combo only grants a slightly far range f.S for oki due to the long recovery on 6H, so your pressure game will be weaker as a result.

You can also safely perform 2P > 6S > 236P as a frametrap on block, but this string does not combo, so be aware if your opponent is getting hit by your 2Ps and at least attempt to confirm into 6H on hit.

Combo Theory

Sol's main goal is to end combos with Clean Hit H Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26 as it deals immense damage, has huge corner carry, and leads into strong okizeme. However, without some sort of special circumstance (anti-air, Counter Hit, near corner) or Tension for an Roman Cancel, this is usually impossible. The best back-up combo ender is Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3 but this move also cannot be used freely in most mid-screen routes. Thus, Sol must settle for Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7, his most consistent ender.

When landing 5K or 2K on a grounded opponent, cancel into 2D then into Bandit Revolver for a basic mid-screen combo. When landing 5P, 5K or 2K on crouching or airborne opponents, you can opt to combo into 6S instead. If the opponent is airborne by the time you land Bandit Revolver, you can omit the second hit for better okizeme at the cost of damage and corner carry. c.S routes simply follow its gatlings into a special move, usually c.S > delay f.S > 5H > Bandit Revolver. This is as far as Sol goes without resources.

If a Roman Cancel is available, Bandit Revolver can be Red Roman Canceled for more damage. The optimal follow-up depends on Sol's spacing from the corner. If Sol's away from the corner, dash input downward and microdash into a fully charged 5[D], then dash c.S and end with a Clean Hit H Volcanic Viper for more damage, or use the forward momentum from a forward dash input and land a low Clean Hit H Volcanic Viper for better corner carry and positioning. You can also just follow the 5[D] with 5K > 6S > Bandit Bringer for an low execution follow-up that still deals high damage and has good okizeme. As you get closer to the corner, use j.D after your Red Roman Cancel to knock the opponent directly into the corner for a wall bounce and then pursue them for a full combo extension. If the opponent is cornered, you can instead aim to Red Roman Cancel H Volcanic Viper and cancel it for massive damage, though the execution on these routes are stricter and some may not work on heavyweights.

Once Sol reaches the corner, his options expand greatly. Landing Clean Hit H Volcanic Viper becomes much easier thanks to the wall bounce on j.D. The wall keeps opponents hit by Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10 and FafnirGGST Sol Badguy 41236H.pngGuardAll (Guard Crush)Startup24Recovery16Advantage+11 from moving away from Sol, giving him better follow-ups. Lastly, Wall Stick makes using Clean Hit Tyrant RaveGGST Sol Badguy 632146H 1.pngGuardAllStartup7+2Recovery41Advantage-44 very easy.

Anti-airs or moves that can launch the opponent can potentially lead into a Wall Break even if the combo started from mid-screen thanks to Sol's extreme corner carry. However, these routes are highly dependent on multiple factors which include; spacing from the corner at combo start, how high the opponent was launched/anti-aired, the opponent's weight class, the proration of the combo starter (higher scaling means higher gravity), and more. These routes require both significant amounts of practice to execute, prior knowledge of what situations require what follow-ups, and the ability to adjust the combo on the fly to prevent drops. Beginner and intermediate level players should steer clear of these routes but they are a valuable tool for high level Sol players.

Kara Cancel H Volcanic Viper

It's possible to impart additional forward movement and momentum into Sol's specials by kara canceling a 6S or a Dash Cancel into said special. This is especially important for H Volcanic Viper, which requires close proximity to Clean Hit.

On grounded opponents, 5P, 2K, or c.S can gatling into 6S, which can then can be kara canceled into H Volcanic Viper. Similarly, 5K(2) and c.S can be dash canceled, which can then be kara canceled into H Volcanic Viper. 2P and 5K(1) are Level 0 normals, and therefore lack the necessary hitstun to combo into H Volcanic Viper after a kara cancel. 5P, 5K(2), 2K are Level 1 normals, and will not combo into H Volcanic Viper if 6S or Dash Cancel are kara canceled on the third frame on standing opponents, although this issue isn't present on crouching opponents thanks to the additional frame of hitstun.

Please note that while 5P and 5K(2) can combo into H Volcanic Viper after a kara cancel on standing opponents, H Volcanic Viper will not Clean Hit, even at point blank. Getting a Clean Hit in this situation requires either dash momentum or a crouching opponent for reduced blowback and the additional frame of hitstun for a potential third frame kara cancel. 2K or c.S do not have this problem at close range, although dash momentum or a crouching opponent will be required for 2K at further viable ranges.

On airborne opponents, hitstun restrictions do not apply, but as airborne opponents introduce height variables as well as some distance variables that may not apply on the ground, whether or not you will be able to successfully Clean Hit will depend entirely on positioning.

Read First

  • All damage values were tested against  Ky at full life with the R.I.S.C Level at 0 (unless specified otherwise).
  • Wall Sticks followed up with Fafnir can be followed up with 5H instead for easier execution and negligible damage loss.
  • Wall Sticks can be followed up with Tyrant Rave for extra damage and better okizeme as long as you have at least 50% Tension.
  • 5P, 5K and 2K only combo into 6S if the opponent is crouching or airborne. 2P only combos into 6S if the opponent is airborne.
  • Combo routes that involve kara canceling a 6S from either 5K or c.S can also be performed by kara canceling a Dash Cancel.
  • CL means Clean Hit.

Combo List

5P/2P/6P Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
5P > (5P > 5P > 5P) > 6H 66 (86) 9 (20) Everyone [1] Very Easy 5P or 2P stand confirm. Can be done up to 4 times with dash momentum at point blank range. 5P and 2P can be used interchangeably. Link
5P > (5P > 5P > 5P) > 6S > 236KK 80 (91) 14 (22) Everyone [1] Very Easy 5P or 2P crouch confirm. Can start with 2P, but must use 5P to link into 6S. Can be done up to 4 times with dash momentum at point blank range. Only works on crouching opponents. -
5P or 2P > 6P > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H 157 (153) -36 Everyone [3] Medium 5P or 2P combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 50% Tension. -
CH 5P or 2P > c.S > delay f.S > 5H > 236KK 112 (106) 25 (24) Everyone [2] Easy Basic CH 5P or 2P combo. -
6P > RRC, 665[D], c.S > jc, CL j.623H 185 -44 Everyone [3] Medium 6P canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, then do c.S into a jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 50% Tension. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
5P or 2P > 6P > 236K, 5K > 6S > 236P, 2K > 6S > WS 214P, 41236H 156 (150) 31 Everyone [3] Medium 5P or 2P corner combo. Gun Flame (Feint) can be skipped for less Tension if needed. -
5P or 2P > 6P > 236KK > 88RRCC~j.S > j.H > j.D, c.S > CL 623H, WS 41236H 197 (191) Variable Everyone [3] Medium 5P or 2P combo canceled into a Red Roman Cancel Cancel shifted upward. RCC Bandit Revolver into j.S. Requires 50% Tension. Link
6P > 236KK > 88RRCC~j.S > j.H > j.D, 2K > CL 623H, WS 41236H 235 Variable Everyone but LE [3] Medium 6P combo canceled into a Red Roman Cancel Cancel shifted upward. RCC Bandit Revolver into j.S. Against heavyweights, replace Fafnir with 5H. Requires 50% Tension. Link
CH 6P > 236P, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 5H 190 25 Everyone [4] Hard Both hits of 5K are required for wall damage, so microdash after Gun Flame on everyone but heavyweights, who require dash momentum at the start of the combo instead. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. -

5K/2K Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
5K > 2D > 236K, 5K > 236KK 122 21 Everyone but Heavyweights [2] Easy 5K needs to hit point blank with dash momentum. Link
5K or 2K > 2D > CL 623H 156 (118) 14 Everyone [2] Easy 5K needs to hit point blank with dash momentum. Can start with 2K for less damage in exchange for hitting low. Link
5K > dc > 66BRC, c.S > 5[D], 665K > dc, 5K > 6S~CL 623H 201 -45 Everyone [3] Medium 5K combo canceled into a Blue Roman Cancel shifted forward. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Requires 50% Tension. Link
5K > 2D > CL 623H > 22RRC, 665[D], c.S > jc, CL j.623H 234 -35 Everyone [4] Hard 5K needs to hit point blank with dash momentum. Requires 50% Tension. Link
Combo Damage Tension Gain Works on: Difficulty Notes Video
5K > dc > 66BRC, c.S > 5[D], 665K > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H 250 -31 Everyone [3] Medium 5K combo canceled into a Blue Roman Cancel shifted forward. Requires 50% Tension. Link
Combo Damage Tension Gain Works on: Difficulty Notes Video
5K > 6P > 236K, 5K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H 213 29 Everyone but LE [3] Medium Jump cancel 5K into j.S, then delay j.D so that you can catch the opponent with 2K. Link
5K > 6P > 236KK > 88RRCC~j.H > j.D, c.S > jc, CL j.623H, WS 6S 240 -32 Everyone [3] Medium 5K combo canceled into a Red Roman Cancel Cancel shifted upward. RCC Bandit Revolver into j.H, ever so slightly delay j.D, then do c.S as soon as you land, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Requires 50% Tension. Link
2K > 6P > 236K, 5K > 6S~CL 623H 125 18 Everyone [3] Medium 2K uses a separate route as its harsher gravity scaling prevents the 5K route from working here. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Can do 5K(1) into H Volcanic Viper against middleweights for less damage but easier execution. Link
2K > 6P > 236K, 5K > 6S > 236P, 665K(2) > 6S > WS 214P, 41236H 161 31 Lightweights [3] Medium 2K combo that only works on lightweights. Also works on KY if 5K(2) is replaced with 2K. Link
2K > 6P > 236KK > 88RRCC~j.S > j.H > j.D, c.S > jc, CL j.623H, WS 6S 190 -33 Everyone [3] Medium 2K combo canceled into a Red Roman Cancel Cancel shifted upward. RCC Bandit Revolver into j.S, then do c.S as soon as you land, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Requires 50% Tension. Link

c.S/f.S/2S/6S Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
c.S > delay f.S, 5K(2) > 6S > 236KK 150 24 Everyone [2] Easy f.S will knock the opponent away if not delayed. Link
c.S > 2D > CL 623H 175 17 Everyone [2] Easy c.S needs to hit point blank with dash momentum. Link
c.S > delay 2H > 236K, 2K > 6S~CL 623H 182 23 Everyone but MA, MI and NA [3] Medium Delay 2H so that it doesn't launch the opponent. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Against NA, do not delay 2H. Link
c.S > delay f.S > 5H > 236KK > 66RRCC~j.K > CL j.623H 205 -27 Everyone [2] Easy c.S combo canceled into a Red Roman Cancel Cancel shifted forward. Delay f.S so that it doesn't launch the opponent. RCC Bandit Revolver into j.K. Requires 50% Tension. -
CH c.S > 5[D], 2K > 6S~CL 623H 202 22 Everyone [3] Medium Charge 5[D] completely after CH c.S. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Link
CH c.S > 5[D], 665K > 6S~236K, 5K > dc, 5K > 6S~CL 623H 219 29 Everyone [4] Hard Charge 5[D] completely after CH c.S, then microdash 5K. The opponent should be as high as possible when the first 5K connects. Kara cancel the first 6S into Bandit Revolver. Kara cancel the second 6S into H Volcanic Viper so that it Clean Hits. -
f.S or 2S > 5H > 236KK 105 (103) 17 (16) Everyone [1] Very Easy Basic f.S or 2S confirm. Link
f.S or 2S > 2H > 236K, 5K(2) > 6S > 214K 144 (142) 27 (26) Everyone [2] Easy Close range f.S or 2S combo. 2S needs to hit point blank. Link
f.S or 2S > 2H > 236K, 2K > 6S~CL 623H 162 (160) 22 (21) Everyone but MA, MI and NA [3] Medium Close range f.S or 2S combo. 2S needs to hit point blank. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. -
f.S or 2S > 5H > 236KK > 66RRCC~j.K > CL j.623H 180 (178) -33 (-34) Everyone [2] Easy f.S or 2S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Requires 50% Tension. Link
CH f.S or 2S > 236K, 5K > 6S > 236KK 131 (129) 25 (24) Everyone [2] Easy Basic CH f.S or 2S combo. Replace 6S with 2D and omit the follow-up on Bandit Revolver for stronger okizeme. Link
CH f.S or 2S, 66c.S > delay f.S > 5H > 236KK 144 (143) 30 (29) Everyone [2] Easy Microdash after CH f.S so that you're close enough to use c.S. CH 2S needs to hit point blank with dash momentum. Link
CH f.S or 2S > 236K, 5K > dc~CL 623H 156 (154) 19 (18) Everyone [3] Medium Opponent must be crouching. Kara cancel the second frame of the dash cancel into H Volcanic Viper so that it Clean Hits. -
CH f.S, 214S, c.S > jc, CL j.623H 160 25 Everyone [3] Medium Use Night Raid Vortex as soon as f.S recovers. f.S needs to hit at close range or Night Raid Vortex needs to be held very briefly to get c.S after Night Raid Vortex. Link
6S > 236KK 89 12 Everyone [1] Very Easy Without a Counter Hit or Tension, this is all you can get. -
6S > 236KK > 66RRCC~j.K, 5K > dc, 5K > CL 623H 195 (on LE) -37 Heavyweights [3] Medium 6S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Perform the H Volcanic Viper immediately after the second 5K. Gives better okizeme and is more consistent than the 5[D] route. After landing, jump back and do a delayed air dash j.H for a safe jump set-up that beats 7F invincible reversals. Requires 50% Tension. Link
6S > 236KK > 66RRCC~j.K > jc, j.S > delay j.H > CL j.623H 197 -37 Everyone but Heavyweights [3] Medium 6S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Delay the j.H slightly on middleweights. Gives better okizeme and is more consistent than the 5[D] route. Requires 50% Tension. Link
CH 6S > 236K, 66c.S > jc, CL j.623H 179 24 Everyone [3] Medium CH 6S combo. Do c.S as soon as you land, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link
Combo Damage Tension Gain Works on: Difficulty Notes Video
CH c.S > 5[D], 665K > 6S~236K, 5K > jc, j.D > adc, j.D, c.S > CL 623H, WS 6S 262 37 Everyone [3] Medium Charge 5[D] completely after CH c.S, then microdash 5K. Kara cancel 6S into Bandit Revolver. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
c.S > 2H > 236K, 5K(2) > jc, j.D > adc, j.D, c.S > CL j.623H, WS 6S 241 34 Everyone [3] Medium c.S needs to hit point blank with dash momentum. -
c.S > dc > 66BRC, c.S > 5[D], 665K > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H 273 -29 Everyone [3] Medium c.S combo canceled into a Blue Roman Cancel shifted forward. Requires 50% Tension. -
f.S or 2S > 5H > 236KK > 66PRC, j.K > jc, j.S > j.H > j.D, 2K > CL 623H, WS 41236H 231 (229) -31 (-32) Everyone [3] Medium f.S or 2S combo canceled into a Purple Roman Cancel shifted forward. Requires 50% Tension. Link
f.S or 2S > 5H > 236KK > 66RRCC~j.D, land, 66j.S > delay j.D, 2K > CL 623H, WS 41236H 238 (236) -28 Everyone but Heavyweights [3] Medium f.S or 2S combo canceled into a Red Roman Cancel Cancel shifted forward. Delay the follow-up on Bandit Revolver and then RCC into j.D. Requires 50% Tension. Link
CH f.S or 2S > 236KK > 66RRCC~CL j.623H, 5K > jc, j.236K, 5K > 6S~CL 623H, WS 6S 278 -30 (-31) Everyone but Heavyweights [4] Hard Delay the follow-up on Bandit Revolver for as long as possible and then RCC into H Volcanic Viper. Jump cancel the first 5K and do an immediate air Bandit Revolver. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
CH c.S > 5[D], 665K > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H 281 36 Everyone [3] Medium Charge 5[D] completely after CH c.S, then microdash 5K. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
c.S > 5H, 665K > jc, j.S > j.H > j.D, 66c.S > CL j.623H, WS 6S 265 33 Everyone [3] Medium Jump cancel a dashing 5K into j.S, then do a dashing c.S as soon as you land. Link
c.S > 6S~CL 623H > RRCC~j.D, j.D, c.S > CL 623H, WS 6S 323 -31 Everyone [4] Hard c.S combo canceled into a Red Roman Cancel Cancel with no shifting. RCC H Volcanic Viper into j.D. Delay c.S so that it hits just before the opponent touches the ground such that H Volcanic Viper Clean Hits. Requires 50% Tension. Link
CH c.S > jc, CL j.623H, 5K > 6S > 236K, c.S > CL 623H, WS 6S 321 39 Everyone [4] Hard Jump cancel the CH c.S and do an immediate air Clean Hit H Volcanic Viper, then catch the opponent with 5K. Against lightweights, delay the last c.S. Against heavyweights, replace the last c.S with 5K into 6S, then kara cancel 6S. Link
CH c.S > jc, CL j.623H, 5K > jc, CL j.623H > 66PRC, 5H > CL 623H, WS 41236H 360 -26 Everyone [4] Hard
KY: [5] Very Hard
CH c.S combo canceled into a Purple Roman Cancel shifted forward. Jump cancel the CH c.S and do an immediate air Clean Hit H Volcanic Viper, then catch the opponent with 5K. Jump cancel the second 5K so that H Volcanic Viper can Clean Hit. Requires 50% Tension. Link
f.S or 2S > 2H > 236K, 5K > 6S > 236K, 5K > 6S~CL 623H, WS 6S 218 (216) 35 (34) Everyone [3] Medium Close range f.S or 2S combo. 2S needs to hit point blank. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. -
f.S or 2S > 5H > 236KK > 22PRC, c.S > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H 237 (235) -31 (-32) Everyone [3] Medium f.S or 2S combo canceled into a Purple Roman Cancel shifted downward. Requires 50% Tension. -
f.S or 2S > 236KK > 66RRCC~j.D > j.623H, 5K > jc, j.623H, WS 6S 287 (285) (on MA) -33 (-34) Lightweights [3] Medium Max range f.S or 2S combo canceled into a Red Roman Cancel Cancel shifted forward. Delay the follow-up on Bandit Revolver and then RCC into j.D, then immediately H Volcanic Viper before landing. Requires 50% Tension. Link
CH f.S or 2S, 66c.S > 5H, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 6S 237 (235) 41 Everyone [4] Hard Dash after CH f.S to link into c.S. CH 2S needs to hit point blank with dash momentum. Dash after 5H's wall bounce catch the opponent with 5K so that both hits land. Link
CH f.S, 665K > 6S~CL 623H > RRCC~j.D, j.D, c.S > CL 623H, WS 6S 290 -28 Everyone [4] Hard CH f.S combo canceled into a Red Roman Cancel Cancel with no shifting. RCC H Volcanic Viper into j.D, then use j.D again before reaching the ground. Requires 50% Tension. Link
6S > 236KK > 22RRC, 665[D], c.S > jc, j.H > j.D, 665K(1) > CL 623H, WS 6S 233 -35 Everyone [4] Hard 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then jump cancel into j.H. Do a dashing 5K as soon as you land. Requires 50% Tension. Link
6S > 236KK > 22RRCC~5H, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 6S 249 -32 Everyone [4] Hard 6S combo canceled into a Red Roman Cancel Cancel shifted downwards. RCC into 5H, then dash as soon as recovery ends into 5K. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
6S > 236KK > 66RRCC~j.D > j.623H, 5K > jc, j.623H, WS 6S 301 (on MA) -32 Lightweights [3] Medium 6S combo canceled into a Red Roman Cancel Cancel shifted forward. Delay the follow-up on Bandit Revolver and then RCC into j.D, then immediately H Volcanic Viper before landing. Requires 50% Tension. Link
CH 6S, 66f.S > 5H, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 6S 248 41 Everyone [4] Hard Long range CH 6S corner route. Dash in and land f.S before the opponent hits the ground. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Link
CH 6S, 66c.S > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H 257 36 Everyone [3] Medium Close range CH 6S corner route. Jump cancel a dashing c.S into j.S, then do a dashing c.S as soon as you land. Link
CH 6S, 665K > jc, CL j.623H, 5K > 236K, 5K > 6S~CL 623H, WS 6S 293 35 Everyone but Heavyweights [4] Hard Close range CH 6S corner route. Jump cancel the first 5K and do an immediate air Clean Hit H Volcanic Viper, then catch the opponent with another 5K. Kara cancel the second 6S into H Volcanic Viper so that it Clean Hits. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
CH c.S > dc, c.S > CL 623H > 66RRCC~j.H(1), delay j.S > j.D > jc, j.S > j.H(1) > j.D, 66c.S > CL 623H, WS 41236H 308 (on MA) -21 Lightweights [3] Medium Corner-to-corner CH c.S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC H Volcanic Viper into j.H. Requires 50% Tension. Link
CH c.S > dc, c.S > CL 623H > 66RRCC~j.H, j.S > jc, j.S > j.H, j.K > j.D, 66c.S > CL 623H, WS 41236H 309 -21 Middleweights [3] Medium Corner-to-corner CH c.S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC H Volcanic Viper into j.H. Air combo requires minor delays to ensure that H Volcanic Viper causes Wall Stick. Requires 50% Tension. Link
f.S or 2S > 5H > 236KK > 22RRC, 665[D], 5K > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H 228 (226) -29 Everyone [3] Medium f.S or 2S combo canceled into a Red Roman Cancel shifted downward. Must run directly underneath the opponent so that 5[D] switches sides or else you can't get a Wall Break. Requires 50% Tension. -
CH f.S, 662D > CL 623H > 66RRCC~j.H, j.S > jc, j.S > j.H, j.K > j.D, 214S, c.S > CL 623H, WS 6S 266 -24 Middleweights [3] Medium Corner-to-corner CH f.S combo canceled into a Red Roman Cancel Cancel shifted forward. f.S needs to hit at close range so that dash 2D can hit close enough for H Volcanic Viper to Clean Hit. RCC H Volcanic Viper into j.H. Requires 50% Tension. Link
CH f.S, 662D > CL 623H > 66RRCC~j.H(1), delay j.S > j.D > jc, j.S > j.H(1) > j.D, 66c.S > CL 623H, WS 41236H 274 (on MA) -21 Lightweights [3] Medium Corner-to-corner CH f.S combo canceled into a Red Roman Cancel Cancel shifted forward. f.S needs to hit at close range so that dash 2D can hit close enough for H Volcanic Viper to Clean Hit. RCC H Volcanic Viper into j.H. Requires 50% Tension. Link

5H/2H/6H Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
5H > 236KK 90 12 Everyone [1] Very Easy Without a Counter Hit or Tension, this is all you can get. Link
5H > 236KK > 66RRCC~j.K > jc, j.S > delay j.H > CL j.623H 207 -37 Everyone but Heavyweights [3] Medium 5H combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Delay the j.H slightly on middleweights. Requires 50% Tension. -
5H > 236KK > 66RRCC~j.K, 5K > dc, 5K > CL 623H 207 -37 Heavyweights [3] Medium 5H combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Perform the H Volcanic Viper immediately after the second 5K. Requires 50% Tension. Link
CH 5H > 236K, c.S > 6S~CL 623H 186 24 Everyone [3] Medium Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Link
CH 5H, 214S, c.S > CL 623H 190 26 Everyone [3] Medium Only works if 5H hit at close range. Night Raid Vortex as soon as 5H recovers. Link
2H > 236K, c.S > 6S~CL 623H 179 21 Everyone [3] Medium Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Link
CH 2H > 214P, 214S, c.S > jc, CL j.623H 183 27 Everyone [4] Hard As soon as 2H connects, cancel into Gun Flame (Feint) and once its recovery ends, do Night Raid Vortex. Follow-up with c.S and jump cancel it into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link
CH 6H, 214S, c.S > jc, CL j.623H 198 27 Everyone [3] Medium 6H must connect at close range. Do c.S as soon as Night Raid Vortex's recovery ends, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link
CH 6H, 214S, 5K > dc, 5K > 6S~CL 623H 202 26 Everyone [3] Medium Against lightweights and middleweights, kara cancel 6S into H Volcanic Viper so that it Clean Hits. Against lightweights, the second 5K must hit low. Link
Combo Damage Tension Gain Works on: Difficulty Notes Video
CH 5H > 236KK > 66RRCC~CL j.623H, 5K > jc, j.236K, 5K > 6S~CL 623H, WS 6S 301 -28 Everyone but Heavyweights [4] Hard Delay the follow-up on Bandit Revolver for as long as possible and then RCC into H Volcanic Viper. Jump cancel the first 5K and do an immediate air Bandit Revolver. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
2H > 236K, 665K > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H 249 31 Everyone [3] Medium Works on lightweights and middleweights even from P1 starting position with dash momentum, but may require c.S to be replaced with 2K on middleweights. -
CH 6H, 214S, 5K > dc, 5K > 6S > 236K, 5K > 6S~CL 623H, WS 6S 244 38 Everyone [3] Medium Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Link
CH 6H, 665K > 6S~236K, 5K > jc, j.D, j.D, CL 623H, WS 41236H 266 34 Everyone but Lightweights [3] Medium CH 6H corner combo. Kara cancel 6S into Bandit Revolver. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
5H > 236KK > 22RRC, 665[D], c.S > jc, j.H > j.D, 665K(1) > CL 623H, WS 6S 243 -36 Everyone [4] Hard 5H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then jump cancel into j.H. Do a dashing 5K as soon as you land. Requires 50% Tension. -
5H > 236KK > 22RRCC~5H, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 6S 266 -32 Everyone [4] Hard 5H combo canceled into a Red Roman Cancel Cancel shifted downwards. RCC into 5H, then dash as soon as recovery ends into 5K. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Requires 50% Tension. Link
5H > 236KK > 66RRCC~j.D > j.623H, 5K > jc, j.623H, WS 6S 322 (on MA) -32 Lightweights [3] Medium 5H combo canceled into a Red Roman Cancel Cancel shifted forward. Delay the follow-up on Bandit Revolver and then RCC into j.D, then immediately H Volcanic Viper before landing. Requires 50% Tension. -
CH 5H > 236K, 66c.S > 2S > 5H > delay 236K, 665K > 6S > 236P, WS 41236H 228 44 Everyone [3] Medium CH 5H corner combo. At max range or against MA, microdash before c.S to connect the second 5H. -
CH 5H, 214S, 665K > 6S > 236K, 5K > 6S~CL 623H, WS 6S 240 37 Everyone [4] Hard Only works if 5H hit at close range. Use Night Raid Vortex as soon as 5H recovers. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Link
2H > 236K, 5K > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H 243 32 Everyone [3] Medium 2H corner combo. Used for both normal and anti-air routes. Remove j.S against lightweights or if 2H was an anti-air or Counter Hit for more damage. Swap c.S for 2K against heavyweights. Link
2H > 236K > 22RRCC~c.S > 5[D], 665K > dc, 5K > CL 623H, WS 6S 272 -32 Everyone [3] Medium 2H combo canceled into a Red Roman Cancel Cancel shifted downward. RCC Bandit Revolver into c.S, then charge 5[D] completely. Microdash into 5K as soon as 5[D]'s recovery ends. Requires 50% Tension. -
CH 6H, 665K > jc, j.S > j.H > j.D, c.S > CL 623H, WS 41236H 279 33 Everyone [3] Medium Close range CH 6H combo. As soon as 6H recovers, dash into 5K and jump cancel it into j.S. The moment you land, press c.S. -

5D/2D Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
5D > RRC, 665[D], c.S > jc, CL j.623H 145 -44 Everyone [3] Medium Uncharged 5D canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, then do c.S into a jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
5[D] > 8, j.D > jc, j.D > j.S > j.D > j.S > jc, (j.K) > j.DD 225 (229) 22 Everyone [3] Medium Charged 5D combo. Must do the first j.D as soon as possible and every jump cancel must be a forward jump cancel, otherwise the combo will drop. Can add j.K before the final j.D if you used 5[D] while cornered. Link
2D > 236KK 83 11 Everyone [1] Very Easy Without a Counter Hit or Tension, this is all you can get. Link
2D > 236K, 5K > 236KK 100 17 Everyone but Heavyweights [2] Easy 2D needs to hit point blank with dash momentum. -
2D > CL 623H 141 11 Everyone [1] Very Easy 2D needs to hit point blank. Link
2D > CL 623H or 236KK > 22RRC, 665[D], 66c.S > CL j.623H 252 (193) -38 Everyone [3] Medium 2D combo canceled into a Red Roman Cancel shifted downwards. 2D needs to hit point blank to use H Volcanic Viper. After H Volcanic Viper, a microdash is required after 5[D] to land c.S. Requires 50% Tension. -
CH 2D > 236K, 214S, 2K > 6S~CL 623H 148 25 Everyone [4] Hard Works even if 2D hits at max range. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Link
CH 2D, c.S > jc, j.623H 160 19 Everyone [2] Easy 2D needs to hit at close range. Jump cancel c.S into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link
Combo Damage Tension Gain Works on: Difficulty Notes Video
5D > 66RRC, 66j.S > j.H > j.D, 665H > CL 623H, WS 5H 187 -44 Everyone [3] Medium Uncharged 5D canceled into a Red Roman Cancel shifted forward. Requires 50% Tension. -
2D > CL 623H > 66RRCC~j.H, j.H > j.D > c.S > CL 623H, WS 5H 298 Variable Everyone [3] Medium 2D combo canceled into a Red Roman Cancel Cancel shifted forward. 2D needs to hit at point blank range in order to use H Volcanic Viper. RCC H Volcanic Viper into j.H. j.H's second hit will whiff on lightweights but using the second j.H early will allow the combo to work regardless. -
CH 2D > 236K, 665K > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H 211 32 Everyone [3] Medium CH 2D corner combo. Jump cancel a dashing 5K into j.S, then do a dashing c.S as soon as you land. Against heavyweights, replace c.S with 2K. -

Anti-Air Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
AA 5P > 236K, c.S > jc, CL j.623H Anywhere 124 17 Everyone [3] Medium Can replace c.S with dash 5K(1) to make the link more consistent. Do c.S as soon as you land, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link
AA 5P > 6S > 236K, 5K > jc, j.S > delay j.D, c.S > CL 623H, WS 41236H Corner 176 28 Everyone [3] Medium Against NA, you must replace c.S with dash 2K. -
AA 5K > hjc, j.K > adc, j.S > j.H(1), c.S > dc, 5K > 6S~CL 623H Anywhere 140 (132) 17 (16) Everyone [4] Hard Still works if only the second hit of 5K connects. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. -
AA 5K > jc, j.S > delay j.D, c.S, c.S > dc, 5K > CL 623H, WS 5H Corner 198 26 Everyone [3] Medium Can replace the second c.S with 5K for easier execution. -
AA c.S > 2H > 236K, 5K(2) > dc, 5K > 6S~CL 623H Anywhere 178 23 Everyone [3] Medium Burst punish combo. Requires a low air hit c.S with dash momentum. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. -
AA c.S > 236K, c.S > jc, j.S > j.D > adc, j.D, c.S > CL 623H, WS 41236H Starting 241 33 Everyone [3] Medium Burst punish combo. -
AA 2H > 236P, 214S, c.S > jc, CL j.623H Anywhere 167 26 Everyone [3] Medium Will drop if the opponent wasn't high enough when they got anti-aired. Do c.S as soon as Night Raid Vortex's recovery ends, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link

Jump-In Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.K, c.S > 6S~CL 623H Anywhere 139 11 Everyone [3] Medium Close range j.K combo. Requires a low hit j.K at point blank. Link
j.S or j.H, 66c.S > 6S~CL 623H Anywhere 145 (152) 12 (11) Everyone [3] Medium Close range j.S or j.H combo. Requires a j.S or j.H at point blank. If performed off a Counter Hit, you can dash further for c.S, eliminating the need to kara cancel. Link
j.S > j.D, 665K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Corner 206 23 Everyone but Heavyweights [3] Easy Corner j.S combo. -
j.D, 665K > jc, j.S > j.H > j.D, 662K > CL 623H, WS 41236H Corner 210 22 Everyone [3] Medium Corner j.D combo. Requires a low j.D hit with forward momentum or a CH j.D on heavyweights. -
CH j.D, 665K > dc, 5K(1) > CL 623H Anywhere 139 12 Everyone [2] Easy Basic CH j.D combo. -
CH j.D, 665K > jc, j.S > j.D > adc, j.D, c.S > CL 623H, WS 5H Starting 216 24 Everyone [3] Medium CH j.D combo. -

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
6D or 4D > RRC, 665[D], c.S > CL 623H Anywhere 144 -40 Everyone [3] Medium Throw canceled into a Red Roman Cancel with no shifting. Immediately cancel c.S into H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
6D > 66PRC, 66c.S > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H Starting 185 -48 Everyone [3] Medium Throw canceled into a Purple Roman Cancel shifted forward. Purple Roman Cancel the throw before it deals damage. Requires 50% Tension. -
6D or 4D > PRC, 66c.S > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H Corner
Cornered
183 -48 Everyone [3] Medium Throw canceled into a Purple Roman Cancel with no shifting. Purple Roman Cancel the throw before it deals damage. Requires 50% Tension. -
j.6D or j.4D > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 144 -40 Everyone [3] Medium Air throw canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S into a jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 50% Tension. -
j.6D or j.4D > RRCC~j.D, land, j.D, j.D, c.S > CL 623H, WS 41236H Corner
Cornered
186 Variable Everyone [3] Medium Air throw canceled into a Red Roman Cancel Cancel with no shifting. RCC air throw into j.D. Requires 50% Tension. -

Special Move Starters

Special Move:

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236P, 2K > 236KK Anywhere 78 14 Everyone [1] Very Easy Gun Flame needs to hit point blank. Link
236P, 665K(2) > 6S > 214K Anywhere 89 (84) 17 Everyone [2] Easy Gun Flame combo off the second (if it hits meaty), third, or fourth flame column. -
236P, 214S, c.S > CL 623H Anywhere 126 18 Everyone [3] Medium Long range Gun Flame combo. Link
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
CL 623H > 66RRCC~j.H, j.S > j.H > CL j.623H Anywhere 188 Variable Everyone but PO and LE [3] Medium H Volcanic Viper canceled into a Red Roman Cancel Cancel shifted forward. RCC H Volcanic Viper into j.H. Requires 50% Tension. -
CL 623H > 22RRC, 66c.S > jc, j.S > j.H > j.D > 66c.S > CL 623H, WS 41236H Corner 237 -43 Everyone [3] Medium H Volcanic Viper canceled into a Red Roman Cancel shifted downwards. Jump cancel a dashing c.S into j.S, then do a dashing c.S as soon as you land. Requires 50% Tension. Link
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236KK > 66RRCC~j.K > jc, j.S > j.H > CL j.623H Anywhere 174 Variable Everyone [3] Medium Bandit Revolver canceled into a Red Roman Cancel Cancel shifted forward. Against lightweights, delay H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
236KK > 66RRCC~j.K, c.S > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H Starting 241 Variable Everyone [3] Medium Bandit Revolver canceled into a Red Roman Cancel Cancel shifted forward. Requires 50% Tension. -
236KK > 66PRC or 66RRC, CL j.623H, 5K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Starting 283 -42 Everyone but Heavyweights [3] Medium Bandit Revolver canceled into a Purple Roman Cancel or Red Roman Cancel shifted forward. Jump cancel 5K into j.S, then delay j.D so that you can catch the opponent with 2K. Requires 50% Tension. -
CH 236K, c.S > 6S~CL 623H Anywhere 145 15 Everyone [3] Medium CH Bandit Revolver combo. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. -
CH 236K, c.S > 5H, 665K > jc, j.S > j.H > j.D, 662K > CL 623H, WS 41236H Corner 213 34 Everyone [3] Medium CH Bandit Revolver corner combo. -
CH 236KK(2), 5K > 6S > 214K Anywhere 110 19 Everyone [2] Easy CH Bandit Revolver follow-up combo. -
CH 236KK(2), 5K > 236K, 5K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Corner 188 28 Everyone [3] Medium CH Bandit Revolver follow-up corner combo. -
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
214K, 6H Anywhere 91 13 Everyone [1] Very Easy Basic Bandit Bringer confirm. Link
214K > 22RRC, 66c.S > CL 623H Anywhere 143 -42 Everyone [3] Medium Bandit Bringer canceled into a Red Roman Cancel shifted downwards. Requires 50% Tension. Link
214K > 22RRC, 66c.S > jc, j.S > j.H > j.D > CL j.623H, WS 41236H Corner 227 -41 Everyone [3] Medium Bandit Bringer canceled into a Red Roman Cancel shifted downwards. Requires 50% Tension. -
CH 214K, 665K > 6S > 214K Anywhere 129 24 Everyone [2] Easy CH Bandit Bringer combo. -
CH 214K, 665K > jc, j.S > j.H > j.D > 662K > CL 623H, WS 41236H Corner 219 (210) 29 Everyone [3] Medium CH Bandit Bringer corner combo. Some characters may take only one hit from j.H. -
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
623K > RRC, 66c.S > jc, j.S > CL j.623H Anywhere 169 -38 Everyone [3] Medium Wild Throw canceled into a Red Roman Cancel. Requires 50% Tension. -
623K > RRC, 66c.S > jc, j.D > adc, j.D, c.S > CL j.623H, WS 5H Midscreen
Corner
218 -38 Everyone but Heavyweights [3] Medium Wild Throw canceled into a Red Roman Cancel with no shifting. When throwing the opponent away from the corner, run back under them after the RRC to switch sides again. Requires 50% Tension. -
623K > RRC, 66c.S > jc, j.S > j.H > j.D > CL j.623H, WS 5H Cornered 215 -38 Everyone [3] Medium Wild Throw canceled into a Red Roman Cancel with no shifting. Requires 50% Tension. -
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
214S, c.S > CL 623H Anywhere 159 16 Everyone [2] Easy Basic Night Raid Vortex confirm. Link
214S, 665K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Corner 200 24 Everyone [3] Medium Night Raid Vortex corner combo. Jump cancel 5K into j.S, then delay j.D so that you can catch the opponent with 2K. -
CH 214S, 66c.S > 5[D], 5K > dc, 5K > 6S~CL 623H Anywhere 171 26 Everyone [4] Hard CH Night Raid Vortex corner combo. Microdash into c.S, then charge 5[D] completely. Use 5K, then dash cancel into another 5K. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. -
CH 214S, 66c.S > 5[D], 66c.S > jc, j.S > j.H > j.D > 66c.S > CL 623H, WS 41236H Corner 220 33 Everyone [3] Medium CH Night Raid Vortex corner combo. Jump cancel a dashing c.S into j.S, then do a dashing c.S as soon as you land. -
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
41236H, 214S, 2K > 6S > 236KK(2) Anywhere 135 (140) 23 (25) Everyone [2] Easy Basic Fafnir confirm. Both hits of Bandit Revolver only connect between the middle of the screen and the corner. (Starting) Link
41236H, 214S, 2K > 6S~CL 623H Anywhere 159 20 Everyone [4] Hard Fafnir must connect at close range. Kara cancel 6S into H Volcanic Viper so that it Clean Hits. Link
41236H, 665K > jc, j.S > j.H > j.D > 662K > CL 623H, WS 41236H Corner 216 26 Everyone [3] Medium Max range Fafnir corner combo. Jump cancel a dashing 5K into j.S, then do a dashing 2K as soon as you land. -
CH 41236H, 214S, c.S > CL 623H Anywhere 170 26 Everyone [3] Medium CH Fafnir confirm. Link

Overdrive Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
CL 632146H > 22RRC, 665[D], c.S > jc, CL j.623H Midscreen 341 (312) -98 Everyone [3] Medium Tyrant Rave canceled into a Red Roman Cancel shifted downwards. Deals more damage if Tyrant Rave Clean Hits. Charge 5[D] completely, then do c.S into a jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 100% Tension. -
214214H > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 342 -99 Everyone [4] Hard Heavy Mob Cemetery canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, catching the opponent as they fall. Requires 100% Tension. -
214214H > 22RRC, 66c.S > jc, j.D, j.D, land, 66j.D, j.D, CL 623H, WS 41236H Corner 379 -98 Everyone [3] Medium Heavy Mob Cemetery canceled into a Red Roman Cancel shifted downwards. Must run under the opponent before using c.S. Requires 100% Tension. -

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