An easy combo that ends in a side switch and hard knockdown to setup {{keyword|okizeme}}.
This is a basic combo you'll be getting in most scenarios. Note that {{clr|3|c.S}} is the only normal that combos into {{clr|4|5H}}. Common starters include {{clr|1|5P}}/{{clr|1|2P}}, {{clr|2|5K}}/{{clr|2|2K}}.
The knockdown you get from the rekka series gives you a chance to setup dash up ({{clr|4|[4]6H}}) multi-hit projectile okizeme or a meaty button.
An easy combo that ends in a side switch and hard knockdown to setup {{keyword|okizeme}}.
An essential combo to learn for instances where {{clr|3|f.S}} will come out instead of {{clr|3|c.S}} due to distance. A 2D knockdown still gives you a chance to setup H Sonic Boom okizeme, but you'll be susceptible to reversals.
Numbers represent direction on a keyboard numpad. For example, + 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.
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.
Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
Gatlings into Rekka seriesWorks against any grounded opponent.
Very Easy
Starter > c.S > 5H > 236S > 236H > 214S
This is a basic combo you'll be getting in most scenarios. Note that c.S is the only normal that combos into 5H. Common starters include 5P/2P, 5K/2K.
The knockdown you get from the rekka series gives you a chance to setup dash up ([4]6H) multi-hit projectile okizeme or a meaty button.
SweepGatlings into knockdown.
Very Easy
Starter > f.S/2S > 2D
An essential combo to learn for instances where f.S will come out instead of c.S due to distance. A 2D knockdown still gives you a chance to setup H Sonic Boom okizeme, but you'll be susceptible to reversals.
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
Midscreen RRC BnBWorks against any grounded opponents