|
|
(5 intermediate revisions by the same user not shown) |
Line 24: |
Line 24: |
|
| |
|
| ------ | | ------ |
| {{GGST/CharacterLinks}}
| | ==Asuka Combos== |
| ==Introduction== | | Air Combo Starter |
| {{Card
| | {{clr|S|c.S}} > {{clr|H|2H}}, {{clr|S|c.S}} ~ SJ9 {{clr|K|j.K}} > |
| |header=
| |
| |content=
| |
| }}
| |
| | |
| ==Key Moves==
| |
| {{Card
| |
| |header=Key Moves
| |
| |content=
| |
| <big>'''Pressuring the Opponent:'''</big>
| |
| <Gallery mode="packed" heights=220px>
| |
| GGST_Sol_cS.png||'''{{clr|S|c.S}}'''<br> {{keyword|Plus}} with great reward on hit.
| |
| GGST_Sol_Badguy_fS.png||'''{{clr|S|f.S}}'''<br> Forward advancing and {{keyword|Plus}}.
| |
| GGST_Sol_623K.png||Wild Throw '''{{clr|K|623K}}'''<br> High damage command grab.
| |
| </gallery>
| |
| | |
| <big>'''Controlling the Ground:'''</big>
| |
| <Gallery mode="packed" heights=180px>
| |
| GGST_Sol_2S.png||'''{{clr|S|2S}}'''<br> Disjointed low.
| |
| GGST_Sol_2D.png||'''{{clr|D|2D}}'''<br> Low with an extremely {{keyword|low profile}}.
| |
| GGST_Sol_6S.png||'''{{clr|S|6S}}'''<br> Disjointed mid-range poke.
| |
| GGST_Sol_6H.png||'''{{clr|H|6H}}'''<br> Extremely fast but risky call-out and punishing tool.
| |
| </gallery>
| |
| | |
| <big>'''Controlling the Air:'''</big>
| |
| <Gallery mode="packed" heights=220px>
| |
| GGST_Sol_5K.png||'''{{clr|K|5K}}'''<br> Privileged 3 frame normal.
| |
| GGST_Sol_6P.png||'''{{clr|P|6P}}'''<br> Universal Anti-Air.
| |
| GGST_Sol_Badguy_623S.png||'''{{clr|S|623S}}'''<br> Sol's faster meterless {{keyword|DP}}.
| |
| </gallery>
| |
| }}
| |
| | |
| ==Combos==
| |
| {{Note| A combo notation guide can be found at the top of Sol's [[GGST/Sol Badguy/Combos|Combo page]] as well as a more extensive list of combos. A detailed explanation can be found on the [https://www.dustloop.com/w/Notation Notation] page.|level=low}}
| |
| {{TheoryBox
| |
| | Title = Close Range {{clr|K|K}} Starter Ground Combo
| |
| | Oneliner = Great way to mash out of pressure with {{clr|K|5K}}.<br>59-82 Damage (Depends on starter and whether or not the combo uses the follow-up to Bandit Revolver)
| |
| | Difficulty = Very Easy
| |
| | Anchor = Sol Beginner Combo 2
| |
| | Video = GGST Sol Close Range Light Starter BNB.mp4
| |
| | Size = 256x192
| |
| | Recipe = {{clr|K|5K}} or {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|236K(K)}}
| |
| | content =
| |
| This combo is Sol's standard meterless conversion off a grounded {{clr|K|K}} normal. It causes a {{Keyword|Soft Knockdown}}, which allows Sol to use {{clr|S|f.S}} as a {{keyword|Meaty Attack}} to start his pressure game described [[GGST/Sol Badguy/Combos#Sol Beginner Combo 3|below]].
| |
| | |
| The two {{clr|K|K}} starters into {{clr|D|2D}} include {{clr|K|5K}} and {{clr|K|2K}}. {{clr|K|5K}} is usually used as a way to stop the opponent's offense due to its 3 frame start-up and long range. While {{clr|K|2K}} is usually used for frame traps after a blocked {{clr|S|f.S}}.
| |
| | |
| This combo also works as a jump in starter from {{clr|S|j.S}} for easy air to ground conversions.
| |
|
| |
|
| If {{keyword|okizeme}} is more of a priority, then check out this version of the combo [[GGST/Sol Badguy/Alternate Combos#Close Range K Starter Ground Combo Okizeme Ender|here]].
| | Water : IAD > {{clr|K|j.K}} > {{clr|D|j.D}} > Chant > Bookmark |
| }}
| |
| {{TheoryBox
| |
| | Title = Close Range {{keyword|BnB}} {{clr|S|c.S}} Ground Combo
| |
| | Oneliner = A staple combo that grants amazing pressure on hit.<br>98-134 Damage (Depends on starter)
| |
| | Difficulty = Easy
| |
| | Anchor = Sol Beginner Combo 3
| |
| | Video = GGST Sol Close Range BNB.mp4
| |
| | Size = 256x192
| |
| | Recipe = {{clr|S|c.S}} > delay {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|236KK}}
| |
| | content =
| |
| This combo is one that all Sol players know and love, due to it being easy to {{keyword|Hit Confirm}} off of a blocked {{ComboText|{{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}}}} string, as if the {{clr|H|5H}} does not hit, he can cancel into {{MMC|input=236P|label=Gun Flame}} on block for a way to disengage with his opponent. In addition, Sol’s {{clr|S|f.S}} is plus on block, allowing for easy {{keyword|frame trap}}s with {{clr|H|5H}}.
| |
|
| |
|
| This combo also works if you start from a mid range {{clr|S|f.S}} hit, all you have to do is cut out the {{clr|S|c.S}} and you will be able to do the exact same combo with no other executional changes.
| | Air and Lightning : Chant > Bookmark > IAD > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|c.S}} > WB |
|
| |
|
| This combo also gives an opportunity for a meaty after the Bandit Revolver with {{clr|S|f.S}}, which starts Sol's {{Keyword|Pressure}} game, this can create an opportunity for guaranteed offense. For more information on Sol's pressure game, click [[GGST/Sol Badguy/Strategy#Pressure|here]].}}
| | Screamer : IAD > {{clr|K|j.K}} > Chant > Bookmark > 66 {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|5K}} |
| | ----- |
| {{TheoryBox | | {{TheoryBox |
| | Title = Mid Range {{clr|S|6S}} Ground Combo | | | Title = Spell-less RRC Bread and Butter |
| | Oneliner = Very good way to poke, stay safe, and convert into a knockdown.<br>79 Damage | | | Oneliner = Extra Corner Carry! |
| | Difficulty = Very Easy | | | Difficulty = {{clr|2|Easy}} |
| | Anchor = Sol Beginner Combo 4 | | | Anchor = |
| | Video = GGST Sol BNB Mid Range Slash Starter Ground Combo.mp4 | | | Video = GGST Asuka R NoSpell RRC BnB.mp4 |
| | Size = 256x192 | | | Timestamp = |
| | Recipe = {{clr|S|6S}} > {{clr|K|236KK}} | | | Recipe = Button > 66RRC 66 {{clr|S|c.S}} > (dl) {{clr|H|2H}} (66) {{clr|S|c.S}} > (dl) {{clr|H|2H}} (66) {{clr|K|5K}} > {{clr|H|6H}} |
| | content =
| | | content = |
| This combo is amazing to use in {{keyword|Neutral}} as a confirm due to {{MMC|input=6S|hitboxMode=true|label={{clr|S|6S}}}}'s long range, disjointed hitbox and decent amount of active frames, making it a a powerful tool for controlling space. It also gives similar okizeme to the combo described [[GGST/Sol Badguy/Combos#Close Range c.S Ground Combo|above.]] Do note that at longer ranges, you will be forced to skip the first hit of {{Clr|K|236K}} and instead mash your way to the second hit, possibly giving slightly worse okizeme.
| | After the 66RRC you have time to dash into the opponent and push them closer to the wall for a some time before you need to {{clr|S|c.S}}. Sometimes delaying the {{clr|H|2H}}sis necessary for ensuring all hits of {{clr|H|2H}} connect if the opponent is too high, but the combo won't drop just because you missed a hit. |
|
| |
|
| You can also confirm into Gun Flame on block for a safe way to reset into neutral to try hitting {{clr|S|6S}} again.
| |
| }} | | }} |
| ===Combo Cheat Sheet===
| | ----- |
| All of the above {{keyword|BnB}} combos at a glance:
| | {| class="wikitable mw-collapsible stripe" data-expandtext="View" data-collapsetext="Close" border="1" style="width:100%; max-width: 1350px; text-align: center" |
| | | ! colspan="10" |'''whatever combos i want |
| {| class='wikitable mw-collapsible mw-expanded' style="text-align: center; margin: 0px auto 0px 0px;" | |
| |+ style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 |
| |
| |- | | |- |
| ! Combo !! Position !! Notes
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| | {{clr|K|5K}} or {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|236K(K)}} || Anywhere || {{clr|K|K}} Button BnB | | {{GGST-ComboTableRow |
| | |combo = {{clr|H|5H}} > 66RRC 66 {{clr|S|c.S}} > (dl) {{clr|H|2H}}, (66) {{clr|S|c.S}} > {{clr|H|2H}} (dl), (66) {{clr|K|5K}} > {{clr|H|6H}} |
| | |position = Anywhere |
| | |damage = 165 |
| | |Mana Cost = 0 |
| | |worksOn = All |
| | |difficulty = Medium |
| | |notes = '''Mana: 0%''' <br> After the 66RRC you have time to dash into the opponent and push them closer to the wall for a some time before you need to {{clr|S|c.S}}. Also works as a solid RRC Combo off any other button. |
| | |video = |
| | |recipePC = |
| | |recipePS = |
| | |checkedVersion = 1.26 |
| | }} |
| |- | | |- |
| | {{clr|S|c.S}} > delay {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|236KK}} || Anywhere || {{clr|S|c.S}} BnB | | {{GGST-ComboTableRow |
| |- | | |combo = CH {{clr|H|5H}} > Chant ~ Bookmark 66 {{clr|S|2S}} > {{clr|H|2H}}, {{clr|S|f.S}} > {{clr|H|5H}} |
| | {{clr|S|6S}} > {{clr|K|236KK}} || Anywhere || {{clr|S|6S}} Confirm | | |position = Anywhere |
| | |damage = 146-162 |
| | |Mana Cost = 8% - 16% |
| | |worksOn = All |
| | |difficulty = Easy |
| | |notes = '''Mana: 8% - 16%''' <br> Works with most projectile spells. |
| | |video = |
| | |recipePC = |
| | |recipePS = |
| | |checkedVersion = 1.26 |
| | }} |
| |- | | |- |
| |}
| | {{GGST-ComboTableRow |
| | | |combo = CH {{clr|H|5H}} > Chant ~ Bookmark 66 {{clr|K|5K}} > {{clr|H|6H}} |
| ==Pressure==
| | |position = Anywhere |
| {{Note| A far more detailed explanation of Sol's Pressure can be found on [[GGST/Sol_Badguy/Strategy#Pressure|Sol's Strategy Page]].|level=low}} | | |damage = 125-144 |
| {{Card
| | |Mana Cost = 8% - 16% |
| |header=Block Strings | | |worksOn = All |
| |content=
| | |difficulty = Easy |
| Sol's offensive is relatively freeform, focused primarily on using his powerful strike/throw mix-ups to make the opponent commit to jumps or mashing out of blockstrings. After initiating any blockstring, you have the options of either continuing the string or mixing in a throw. Your opponent has three main options: continuing to block, jumping or attacking. Choosing to finish the string with strikes will interrupt jumps or attacks, but gives up your turn against blocking opponents. Throwing will open them up if they block, but loses to jumping and attacking.
| | |notes = '''Mana: 8% - 16%''' <br> Works with most projectile spells. <br> Different ending knockdown variation of the above combo that leaves the opponent closer. |
| | | |video = |
| '''Example Block Strings:'''
| | |recipePC = |
| :<code> {{clr|2|5K}} > {{clr|3|6S}} > (dl) {{clr|1|236P}}</code>
| | |recipePS = |
| | | |checkedVersion = 1.26 |
| :<code> {{clr|3|c.S}} > (dl) {{clr|3|f.S}} > (dl) {{clr|4|5H}} > (dl) {{clr|1|236P}} </code>
| |
| | |
| :<code> {{clr|3|6S}} > (dl) {{clr|1|236P}} </code> | |
| | |
| :<code> {{clr|1|2K}} > {{clr|5|2D}} > (dl) {{clr|1|236P}} </code>
| |
| }} | | }} |
| | | |- |
| ==Further Learning ==
| | {{GGST-ComboTableRow |
| {{Card | | |combo = CH {{clr|H|5H}} > Chant ~ Bookmark 66 {{clr|K|5K}} ~ 66BRC > {{clr|S|c.S}} > (Restore Resources) > ??? |
| |header= | | |position = Anywhere |
| |content=Sol has a much deeper pool of Combos that he is capable of doing most of which are based around {{MMC|input=623H|label=Volcanic Viper}}'s {{keyword|Clean Hit}} property and routing into it as frequently as possible. | | |damage = |
| *[[GGST/Sol Badguy/Combos|Sol's Combo Page]] explains in detail Sol's entire combo theory as well as listing a variety of more difficult, niche, or character specific combos that make Sol hit even harder.
| | |Mana Cost = 8% - 16% |
| *[[GGST/Sol Badguy/Strategy|Sol's Strategy page]] explains how to enforce and convert into strike throw situations, as well as detailing Sol's {{keyword|safejump}}s and {{keyword|meaty}} {{MMC|input=41236H|label=Fafnir}} setups.
| | |worksOn = |
| {{clear}}
| | |difficulty = Hard |
| | |notes = '''Mana: 8% - 16%''' <br> {{clr|K|5K}} BRC can be done by either jump canceling or dash canceling then doing a Roman Cancel. Works with most projectile spells |
| | |video = |
| | |recipePC = |
| | |recipePS = |
| | |checkedVersion = 1.26 |
| }} | | }} |
| {{StarterGuideSEO}}
| | |- |
|
| |
|
| ==Navigation==
| | |} |
| {{GGST/Navigation}}
| |