Sol Optimal Combo Guide - Guilty Gear Strive
The theory for Sol combos is you usually you want to combo into vortex/5k jD airdash jD. If you're too close to the wall, it will wallsplat on the 2nd jD. If you're far enough from the wall, the 2nd jD will bounce them back into you. It's critical to get a general feeling for the distance from the corner to make these combos work. Usually, from your opponent's round start position, you'll be able to combo into it.
Clean hit HS Volcanic Viper (CL HSVV or CL DP) is essential for optimizing your damage. When done with RISC, CL HSVV can add 100 damage to a combo no problem. If you feel inconsistent with the harder routes, even just doing something like cS clean hit CL HSVV will give you a good enough route as well as a hard knockdown.
Here are examples of what I consider to be optimal enough while being reliable or stable enough to do in serious competition. Special thanks to @ComboMovie on Twitter for helping find some of these.
Combo list:
#1: 5K, 6S, Revolver, drift FRC forward j.D, dash 5K, 6P, delay CL HSVV, Wall Ender
#2: 5K, 6S, Revolver, Drift RC Down, dash under c.S, j.D, airdash, delay j.D, 6P, CL HSVV, Wall Ender
#3: 5K, 6S, Revolver, RC, microdash c.S, TK CL HSVV, dash 6H
#4: AA 5K, j.S, airdash, j.K, j.D, Vortex, c.S, CL HSVV, Wall Ender
#5: AA 5K, j.S, airdash, j.S, j.H, c.S dash cancel, 5K, 6S, Revolver
#6: 5K, dash under, 5K, j.D, delay j.D, delay 6P, delay CL HSVV, Wall Ender
#7: Gunflame, dash 5K, 6S, microdash 5K, 6P, delay CL HSVV
#8: 5K AA punish, 6S, Revolver (1), 5K, 6S, Revolver
#9: c.S, f.S, 5K, 6S, Revolver
#10: c.S, 5H, 5H, Vortex, c.S, 6P, delay CL HSVV, Wall Ender
#11: corner AA c.S, jump cancel TK CL HVV, 5K, 6P, 5K(1), 6P, delay CL HSVV, Wall Ender
#12: CH c.S, 5[D], 5K dash cancel, 5K (1), CL HSVV
#13: air CH c.S, 5[D], Vortex, c.S, CL HSVV, dash 6H
#14: CH f.S, Vortex, c.S, TK CL HSVV
#15: CH f.S, Vortex, 5K, j.D, airdash, delay j.D, 6P, delay CL HSVV, Wall Ender
#16: CH f.S, microdash f.S, CL HVV, drift FRC forward, j.HS, j.HS, 5K, 6P, delay CL HSVV, Wall Ender
#17: CH 2S, f.S, 5H, Revolver
#18: CH 6S, Vortex, 5K, j.D, airdash, delay j.D, 2K, CL HSVV, Wall Ender
#19: CH 5H, Vortex, 5K, j.D, airdash, delay j.D, microdash 6P, delay CL HSVV, Wall Ender
#20: CH 5H, Vortex, 5K dash cancel, 5K(1), CL HSVV
#21: (punishing corner backdash) 5H, TK CL HSVV, 5K, 6P, 5K(1), 6P, CL HSVV, Wall Ender
#22: Revolver, Drift FRC Forward, j.K, CL HSVV, 5K, 6P, delay CL HSVV
#23: Vortex, c.S, slight delay CL HSVV
#24: CH Fafnir, dash 5K, j.D, airdash, delay j.D, microwalk c.S, CL HSVV, Wall Ender
General Notes:
-For HSVV to clean hit, you need them to be close both horizontally and vertically so delay your input accordingly.
-For j.D, airdash, j.D routes you want to hit the second j.D very close to the ground, the timing may vary depending on distance.
-The easy way to input a TK HSVV is 62369HS.
-CL HSVV gives you a hard knockdown and a lot of time to set up a safejump or oki. You can also use 6H after to add damage, as shown in some of the routes, but it is entirely optional and usually only used when the OTG 6H would kill.
-On all routes that end with 5K(1), 6P, CL HSVV, do 2 hits of 5K if the character is heavy.
-[#7] Gunflame needs to hit somewhat late, spaced around a bit over backdash distance.
-[#21] Correction: do a TK CL HSVV rather than a delay CL HSVV.
-[#22] This combo is only possible from a raw revolver hit, gravity scaling otherwise breaks it.
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Edited by: https://www.twitter.com/oh_no_valerie