Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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 |
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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.D ▷ Fafnir > dash 6P > delay 5H JC > j.D > Break ▷ 6P > ender of choice.
The dustloop can be broken down into 3 sections:
- The launcher
- The loop
- 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 > Break ▷ 6P > 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 > Break ▷ 6P > 6H.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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 |
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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
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