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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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c.S > f.S > 3H | Anywhere | 79 | Everyone | Very Easy | 2 Summons or 1 Summon and 1 Organ after knockdown. | |
c.S > 2H(7) > 214S > 66 j.K > j.S > DJC > j.S j.H > j.4D | midscreen | 208 | Everyone | Easy | ||
c.S > 6P > 6H(1) > IAD > j.S > j.H > j.4D | midscreen | 152 | Everyone | Medium | ||
c.S > 5H(3) > 214S > j.S > DJC > j.S j.H > j.4D | midscreen | 175 | Everyone | Very Easy | ||
c.S > 6H(2) > 214S > Blitz Attack > 66 j.K > j.S > DJC > j.S j.H > j.4D | corner | 213 | Everyone | Medium | Against Baiken and May, a dash is required before c.S. |
6P is an anti-air in the vein of Sol's 6P. It's more of a counterpoke tool, but it's good to know some corner combos for her.
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 > jc j.S > djc j.S > j.214S > dash j.K > j.S > djc j.S > j.H(2) > j.4D | Corner | 207 | Everyone except Slayer | Medium | ||
6P > 6H(2) > jc j.S > djc j.S > j.H(2) > j.4D | Corner | 183 | Everyone | Very Easy | Learn this one. | |
6P > 6H(1) > jc j.S > djc j.S > j.H(2) > j.4D | Midscreen | 140 (?) | Everyone except Slayer | Easy |
2S is a notable anti-air.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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AA CH 2S > (jc, land OR dash) c.S > 6H(1) > jc j.S > djc j.S > j.H(2) > j.4D | Midscreen | 153 | Everyone | Easy | Important anti-air combo. Because of the direction that CH 2S sends, you can do a full jump cancel and land as a hitconfirm. | |
AA 2S > jc > j.S > djc j.S > j.H(2) > j.4D | Midscreen | 135 | Everyone | Very Easy | Important anti-air combo, this time without the counter hit. |
6D isn't a move you'll be hitting without Servants a lot, but learning to connect it into your air combo can be useful.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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6D > dash > c.S > jc j.S > djc j.S > j.H(2) > j.4D | Corner | 150 | Everyone | Medium | Link is particularly tight on I-No and Raven | |
6D > 5P > j.K > j.4D | Midscreen | 102 | SO AX KU | Very Hard | ||
6D > 5P > j.K > j.K | Midscreen | 110 | AX KU | Very Hard | Mostly useless in normal play | |
6D > f.S > 4D | Midscreen | 101 | PO FA KU | Hard |
Combo Theory
(Note: The following listings may differ depending on an opponent’s wakeup timing)
Common Enders:
3H – 1 Summon/Organ and a grounded meaty 2H – 2 Summon/Organ and a grounded meaty Low to ground 4D – 1 Summon/Organ and grounded meaty High in the air 4D – 2 Summon/Organ or 1 and a grounded meaty
General combo theory:
You'll do a lot of staggering with things like 2K > f.S > 3H, and luckily, that all happens to combo on hit.
Jack-O' wants to end her combos on the ground in 2H or 3H. You can connect into 3H with f.S at MOST ranges.
You want to spend a lot of your time spacing out your 3H so that it combos out of f.S if it hits.
In the air, her combo is j.S > djc j.S > j.H (2) > j.4D. There's very few exceptions to this. You can combo into this from 6P > 6H (1) midscreen, 2S as an anti-air or counterhit anywhere, 6P > 6H (2) in the corner, as an air to air, 214S (Calvados), CH 6H (2nd hit only and also a high connect, on a low connect you can get j.S > j.H (2) > j.4D).
2K combos into itself on counter hit. 2K is a useful move for staggering and frametrapping.
Once you've got a ton of minions on the screen and they're all hitting away, usually the only way to do a stable combo is to mash a lot of 5P, try to get a 3H in so that the opponent is launched, then keep mashing 5P. Eventually, if you manage to connect in a j.S or j.H, you should be able to hit a j.4D to throw them away from you.