GGXRD-R2/Sol Badguy/Combos

From Dustloop Wiki
< GGXRD-R2‎ | Sol Badguy
Revision as of 06:02, 1 October 2022 by Kayin (talk | contribs)
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 > BR or [HVV -> KD] [1] Midscreen 094/106 14/19% All [1] Very Easy Omit BR/HVV if it won't reach.
5K > c.S > 2D > BR RC > air dash (delay) j.S > j.K > delay j.D ▷ dash j.K > j.S JC > j.S > j.D > (delay) j.VV -> KD [1] Midscreen 148 -50% / 19% All [3] Medium On KY and LE, you must delay before the air dash.
5K > c.S > 5H/2D > GF RC > f.S/5H > BB, dash 5K/c.S > 2H JC > j.S JC > j.S > j.H > j.VV -> KD [1] Midscreen 179 -50% / 14% All [3] Medium Can't use 5H after GF RC if 2D was used.
5K > c.S > 2D > GV (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.VV -> KD [1] Midscreen 104 19% All [2] Easy Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox.
air hit 5K SJC > j.P > j.S > j.H > j.VV -> KD [1] Midscreen 105 19% All [2] Easy Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox.
air hit 5K > 2H JC > j.S JC > j.S > j.H > j.VV -> KD [1] Midscreen 138 22% All [2] Easy Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox.
air hit 5K JI > 2H SJC > j.S > j.K > j.S JC > j.S > j.H > j.VV -> KD [1] Midscreen 149 23% All [3] Medium Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox.
5K/c.S > 6P > 5H JC > IAD j.P > j.H(1) > j.HVV -> KD [1] Midscreen 146 21% All [3] Medium On JC, if SJC is performed instead of JC, j.H must hit twice to land KD.
dash 5K/c.S > 6P > 5H/2H SJC > IAD j.K > (j.D) > j.VV -> (delay) KD [1] Midscreen 160 22% All except RV [4] Hard On DI, you must omit j.D to land KD. On EL, you must use j.SVV and delay KD. On RA, omit j.D, use j.SVV and delay KD.
5K/c.S > 5H > GV [1] Midscreen 151 17% All [1] Very Easy
5K/c.S > 5H > GV RC ▷ dash 5K/c.S > 2H JC > j.S JC > j.S > j.H > j.SVV -> KD [1] Midscreen 222 -50% / 20% All [2] Easy
5K/c.S > 5H JI > GV RC > air backdash ▷ BB, Fafnir, dash GF, 2H > HVV -> KD [2] Near-Corner 250 -50% / 21% All [4] Hard
5K/c.S > 6P > (delay GF) > (delay) 5H/2H JC > j.D, falling j.D ▷ (delay) Fafnir, dash 6P > delay 5H/2H JC > j.D > Break ▷ 6P > (delay) 6H/BR or [5H > HVV -> KD] [3] Corner 219/221 (228) 38/44% (40%) All [3] Medium If adding delay GF, you must use 6H/BR ender. On CH, use max delays possible. On IN, MA and MI, perform the first 5H immediately, then delay 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.
5D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D > Homing Jump > j.D > j.D > j.K > j.S > j.D JC > j.K > j.S > j.D > j.VV -> KD [1] Midscreen 126 29% All except BE* [2] Easy On KY, RA and ZT, you must perform j.SVV to land KD.
*On BE, omit the second j.K.
5D > Homing Dash > 2H > (delay) 6H > BB, Fafnir, dash 6P > delay 5H/2H JC > j.D > Break ▷ 6P > (delay) 6H/BR or [5H > HVV -> KD] [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 > GF > 5H JC > IAD j.P > j.H(1) > j.BR or [j.HVV -> KD] [1] Midscreen 154/171 All except MI, JC, JA, RV [3] Medium BR has more corner carry, while VV has more damage.
CH 2D > GF > 5H JC > IAD j.P > j.K > j.D > j.BR [1] Midscreen 161 All except KY, MI, JC, JA, RV [3] Medium Even more corner carry than above, but no VV option.
CH 2D > GF > 5H JC > IAD j.P > j.K > delay j.D ▷ dash j.K > j.D JC > j.S > j.D > j.BR [2] Near-Corner 202 SO, ZT, PO, CH, SL, BE, SI, LE, JO, KU, AN [4] Hard
CH 2D > GF > 5H SJC > IAD j.K > j.D > j.BR or [j.HVV -> KD] [1] Midscreen 169/186 All except PO*, BE*, KY**, LE**, RV**, KU [4] Hard On RA, KD will whiff.
On EL, you must use j.SVV and delay KD.
*On PO and BE, use f.S > 5H after GF
**On KY, LE and RV, use dash f.S > 5H after GF.
CH 2D > GF > 5H SJC > IAD j.K > j.D > Break ▷ (dash) c.S JC > j.D > Break ▷ HVV -> KD [3] Corner 222 All except PO*, BE*, KY**, LE**, RV**, KU [4] Hard *On PO and BE, use f.S > 5H after GF.
**On KY, LE and RV, use dash f.S > 5H after GF.
CH 2D > GF RC > GFF, BB, Fafnir, BB, GF, 6P > GF > (dash) j.K JC > j.D > Break ▷ HVV -> KD [2] Near-Corner 279 SO, ZT, CH, FA, AX*, SL*, BE*, SI**, LE, JC**, RV**, DI*/**, AS** [4] Hard See Fafnir, BB Notes
Input RC right as GF hits the opponent. Whiffing GFF kills time so that the BB hits right after RC slowdown ends.
*On, AX, SL, BE and DI, GF OTGs in corner.
**On SI, JC, RV, DI and AS, GF, 6P > GF only works at a distance.
Blitz Attack Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
Blitz (max charge), dash 5H/2H > GF, (dash) 2H JC > j.S JC > j.S > j.H > j.VV -> (delay) KD [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.SVV/HVV to account for spacing/height/hurtbox.
Instant Kill Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D > Homing Dash > IK Mode (Gold), IK [1] Midscreen Opponent at ≤20% (match point) -50% (-All) / 02% All [1] Very Easy
WT, IK Mode (Gold), IK
WT RC > IK Mode (Gold), IK
[1] Midscreen Opponent at ≤20% (match point) -50% (-All) / 05%
-100% (-All) / 05%
All [4] Hard
[2] Easy
WT, (GF), dash j.D, falling j.D ▷ Fafnir, IK Mode (Gold), IK [2] Near-Corner Opponent at ≤21% (Opponent at ≤24%) (match point) -50% (-All) / 17% (20%) All [3] Medium
WT, (dash under) 5H/2H JC > dash j.D, falling j.D ▷ Fafnir, IK Mode (Gold), IK [3] Corner Opponent at ≤23% (match point) -50% (-All) / 19% All [3] Medium
WT, (dash under) 5H/2H JC > dash j.D, falling j.D ▷ Fafnir, (BB), GF, 6P > GF RC > IK Mode (Gold), BB, IK [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, ZT)
[3] Medium
MA, MI: [4] Hard
See Fafnir, BB Notes
On JC, perform 6P > GF immediately. RC as soon as the second GF appears.
5K/c.S > 6P > (delay) 5H/2H JC > j.D, falling j.D ▷ (delay) Fafnir, IK Mode (Gold), IK [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 JC before j.D.
5K/c.S > 6P > (delay) 5H/2H JC > j.D, falling j.D ▷ (delay) Fafnir, (BB), GF, 6P > GF RC > IK Mode (Gold), BB, IK [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, ZT)
[3] Medium
MA, MI: [4] Hard
See Fafnir, BB Notes
On DI, IN, JA, MA and MI, perform 5H immediately, then delay JC before j.D. On JC, perform 6P > GF immediately. RC as soon as the second GF appears.
CH 6P/6H/2H > (delay) BB, Fafnir, BB, GF, 6P > GF RC > IK Mode (Gold), BB, IK [2] Near-Corner Opponent at ≤47% (match point) -100% (-All) / 24% All except EL, MA, MI, RA [3] Medium See Fafnir, BB Notes
On DI, IN, JC, RV, SI, you must be at a distance when performing GF, 6P > GF. RC as soon as the second GF appears.

Combo Theory

Sol's conversions are very free form. His basic combos gives knockdown for quick okizeme. With 50% Tension, however, Sol can convert them into more damaging combos and better corner carry.

Dustloop

Sol's bread and butter corner combo route.
An example of a basic universal dustloop: 5K/c.S > 6P > (delay) 5H JC > j.D, j.DFafnir > dash 6P > delay 5H JC > j.D > Break6P > ender of choice.
The dustloop can be broken down into 3 sections:

  1. The launcher
  2. The loop
  3. The ender

The launcher is where you will put your opponent in the air or floating state. The most common launchers are 5K/c.S > 6P > 5H and WT.
There are other normals and specials that can also put them in the air like (IAD j.S >) j.D, CH 2HS/CH 6HS, GF RC, BB and more.
Delay cancel 5H from 6P will make your opponent float higher than an immediate cancel, useful for heavyweights.

The loop is where it the dustloop starts. You have to link j.D into another j.D in a single jump to get a loop.
Timing is key here, you have to do j.D as soon as you jump. Doing it too fast and you will do 5D instead.
For the second j.D, you will have to get the feeling of when j.D recovers. If your first j.D is done too late, the second j.D will be canceled out by the landing.
You can do another loop but the timing will be stricter and and it will grant you an unnoticeable amount of damage for doing it, so it is best to do one loop.

Finally the ender. You can get a knockdown or maximize damage with Tyrant Rave.
Common dustloop ender is Fafnir > dash 6P > 5H JC > j.D > Break6P > 6H. Gives knockdown and either a meaty GF or GFF into GF YRC okizeme.
HVV > KD is viable after Break. BR is also viable after the last 6P. HVV > KD also connects after 6H in certain routes. Gives knockdown and a safe jump.

Bandit Bringer to Fafnir

Bandit Bringer, Fafnir is a very potent combo string which can corner carry and deal even more damage than Sol's dustloop off short starters.
You can only do one ground slide for one combo so doing another Fafnir will knock you opponent down.
You can link another Bandit Bringer after Fafnir depending on how Fafnir connects but the timing is very strict and the positioning is character specific.
Example of a Bandit Bringer, Fafnir combo: CH 6H > Bandit Bringer, Fafnir, Bandit Bringer > dash 2H JC > j.D > Break6P > 6H.

5K/c.S/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > c.S > 2D > BR or [HVV -> KD] [1] Midscreen 094/106 14/19% All [1] Very Easy Omit BR/HVV if it won't reach.
5K > c.S > 2D > BR RC > air dash (delay) j.S > j.K > delay j.D ▷ dash j.K > j.S JC > j.S > j.D > (delay) j.VV -> KD [1] Midscreen 148 -50% / 19% All [3] Medium On KY and LE, you must delay before the air dash.
5K > c.S > 5H/2D > GF RC > f.S/5H > BB, dash 5K/c.S > 2H JC > j.S JC > j.S > j.H > j.VV -> KD [1] Midscreen 179 -50% / 14% All [3] Medium Can't use 5H after GF RC if 2D was used.
5K > c.S > 2D > GV (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.VV -> KD [1] Midscreen 104 19% All [2] Easy Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox.
air hit 5K SJC > j.P > j.S > j.H > j.VV -> KD [1] Midscreen 105 19% All [2] Easy Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox.
air hit 5K > 2H JC > j.S JC > j.S > j.H > j.VV -> KD [1] Midscreen 138 22% All [2] Easy Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox.
air hit 5K JI > 2H SJC > j.S > j.K > j.S JC > j.S > j.H > j.VV -> KD [1] Midscreen 149 23% All [3] Medium Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox.
5K/c.S > 6P > 5H JC > IAD j.P > j.H(1) > j.HVV -> KD [1] Midscreen 146 21% All [3] Medium On JC, if SJC is performed instead of JC, j.H must hit twice to land KD.
dash 5K/c.S > 6P > 5H/2H SJC > IAD j.K > (j.D) > j.VV -> (delay) KD [1] Midscreen 160 22% All except RV [4] Hard On DI, you must omit j.D to land KD. On EL, you must use j.SVV and delay KD. On RA, omit j.D, use j.SVV and delay KD.
5K/c.S > 5H > GV [1] Midscreen 151 17% All [1] Very Easy
5K/c.S > 5H > GV RC ▷ dash 5K/c.S > 2H JC > j.S JC > j.S > j.H > j.SVV -> KD [1] Midscreen 222 -50% / 20% All [2] Easy
5K/c.S > 5H JI > GV RC > air backdash ▷ BB, Fafnir, dash GF, 2H > HVV -> KD [2] Near-Corner 250 -50% / 21% All [4] Hard
5K/c.S > 6P > (delay GF) > (delay) 5H/2H JC > j.D, falling j.D ▷ (delay) Fafnir, dash 6P > delay 5H/2H JC > j.D > Break ▷ 6P > (delay) 6H/BR or [5H > HVV -> KD] [3] Corner 219/221 (228) 38/44% (40%) All [3] Medium If adding delay GF, you must use 6H/BR ender. On CH, use max delays possible. On IN, MA and MI, perform the first 5H immediately, then delay 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.
5D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D > Homing Jump > j.D > j.D > j.K > j.S > j.D JC > j.K > j.S > j.D > j.VV -> KD [1] Midscreen 126 29% All except BE* [2] Easy On KY, RA and ZT, you must perform j.SVV to land KD.
*On BE, omit the second j.K.
5D > Homing Dash > 2H > (delay) 6H > BB, Fafnir, dash 6P > delay 5H/2H JC > j.D > Break ▷ 6P > (delay) 6H/BR or [5H > HVV -> KD] [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 > GF > 5H JC > IAD j.P > j.H(1) > j.BR or [j.HVV -> KD] [1] Midscreen 154/171 All except MI, JC, JA, RV [3] Medium BR has more corner carry, while VV has more damage.
CH 2D > GF > 5H JC > IAD j.P > j.K > j.D > j.BR [1] Midscreen 161 All except KY, MI, JC, JA, RV [3] Medium Even more corner carry than above, but no VV option.
CH 2D > GF > 5H JC > IAD j.P > j.K > delay j.D ▷ dash j.K > j.D JC > j.S > j.D > j.BR [2] Near-Corner 202 SO, ZT, PO, CH, SL, BE, SI, LE, JO, KU, AN [4] Hard
CH 2D > GF > 5H SJC > IAD j.K > j.D > j.BR or [j.HVV -> KD] [1] Midscreen 169/186 All except PO*, BE*, KY**, LE**, RV**, KU [4] Hard On RA, KD will whiff.
On EL, you must use j.SVV and delay KD.
*On PO and BE, use f.S > 5H after GF
**On KY, LE and RV, use dash f.S > 5H after GF.
CH 2D > GF > 5H SJC > IAD j.K > j.D > Break ▷ (dash) c.S JC > j.D > Break ▷ HVV -> KD [3] Corner 222 All except PO*, BE*, KY**, LE**, RV**, KU [4] Hard *On PO and BE, use f.S > 5H after GF.
**On KY, LE and RV, use dash f.S > 5H after GF.
CH 2D > GF RC > GFF, BB, Fafnir, BB, GF, 6P > GF > (dash) j.K JC > j.D > Break ▷ HVV -> KD [2] Near-Corner 279 SO, ZT, CH, FA, AX*, SL*, BE*, SI**, LE, JC**, RV**, DI*/**, AS** [4] Hard See Fafnir, BB Notes
Input RC right as GF hits the opponent. Whiffing GFF kills time so that the BB hits right after RC slowdown ends.
*On, AX, SL, BE and DI, GF OTGs in corner.
**On SI, JC, RV, DI and AS, GF, 6P > GF only works at a distance.
Blitz Attack Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
Blitz (max charge), dash 5H/2H > GF, (dash) 2H JC > j.S JC > j.S > j.H > j.VV -> (delay) KD [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.SVV/HVV to account for spacing/height/hurtbox.
Instant Kill Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D > Homing Dash > IK Mode (Gold), IK [1] Midscreen Opponent at ≤20% (match point) -50% (-All) / 02% All [1] Very Easy
WT, IK Mode (Gold), IK
WT RC > IK Mode (Gold), IK
[1] Midscreen Opponent at ≤20% (match point) -50% (-All) / 05%
-100% (-All) / 05%
All [4] Hard
[2] Easy
WT, (GF), dash j.D, falling j.D ▷ Fafnir, IK Mode (Gold), IK [2] Near-Corner Opponent at ≤21% (Opponent at ≤24%) (match point) -50% (-All) / 17% (20%) All [3] Medium
WT, (dash under) 5H/2H JC > dash j.D, falling j.D ▷ Fafnir, IK Mode (Gold), IK [3] Corner Opponent at ≤23% (match point) -50% (-All) / 19% All [3] Medium
WT, (dash under) 5H/2H JC > dash j.D, falling j.D ▷ Fafnir, (BB), GF, 6P > GF RC > IK Mode (Gold), BB, IK [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, ZT)
[3] Medium
MA, MI: [4] Hard
See Fafnir, BB Notes
On JC, perform 6P > GF immediately. RC as soon as the second GF appears.
5K/c.S > 6P > (delay) 5H/2H JC > j.D, falling j.D ▷ (delay) Fafnir, IK Mode (Gold), IK [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 JC before j.D.
5K/c.S > 6P > (delay) 5H/2H JC > j.D, falling j.D ▷ (delay) Fafnir, (BB), GF, 6P > GF RC > IK Mode (Gold), BB, IK [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, ZT)
[3] Medium
MA, MI: [4] Hard
See Fafnir, BB Notes
On DI, IN, JA, MA and MI, perform 5H immediately, then delay JC before j.D. On JC, perform 6P > GF immediately. RC as soon as the second GF appears.
CH 6P/6H/2H > (delay) BB, Fafnir, BB, GF, 6P > GF RC > IK Mode (Gold), BB, IK [2] Near-Corner Opponent at ≤47% (match point) -100% (-All) / 24% All except EL, MA, MI, RA [3] Medium See Fafnir, BB Notes
On DI, IN, JC, RV, SI, you must be at a distance when performing GF, 6P > GF. RC as soon as the second GF appears.


Video Examples

'


Navigation

Sol Badguy


GGXRD-R2/Navigation