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Revision as of 14:12, 28 July 2020
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Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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 values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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cS > 2H(7) > 214S > 66 jKS > DJC > jSH jH > j4D | midscreen | 208 | all | [1] very easy | ||
cS > 6P > 6H(1) > IAD > jSH > j4D | midscreen | 152 | all | [1] very easy | ||
cS > 5H(3) > 214S > jS > DJC > jSH > j4D | midscreen | 175 | all | [1] very easy | ||
cS > 6H(2) > 214S > Blitz Attack > 66 jKS > DJC > jSH jH > j4D | corner | 213 | all | [3] medium | Against Baiken and May, a dash is required before c.S. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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CH 6P > 6H(2) > 22P/K/S/H | Midscreen | 96 | Everyone | Easy | A combo that serves to safely set up a Ghost or deploy an organ. | |
6P > c.S (JI) > 6H(2) > hj.K > j.S > dj.S > j.214S > dash j.K > j.S > dj.S > j.H(2) > j.4D | Corner | 207 | Everyone except Slayer | Medium |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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CH 2S > c.S > j.K > j.S > dj.S > j.H(2) > j.4D | Midscreen | 150 | Everyone | Easy |
Combo Theory
(Note: The following listings may differ depending on an opponent’s wakeup timing)
Common Enders:
3H – 1 option above and a grounded meaty 2H – 2 option above and a grounded meaty Low to ground 4D – 1 option above and grounded meaty High in the air 4D – 2 options above or 1 and a grounded meaty