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==Combo Theory== | ==Combo Theory== | ||
===Introduction=== | ===Introduction=== | ||
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It cannot be understated how important getting the knockdown is to Sol's gameplan, especially in matchups where winning neutral consistently without taking big risks is difficult. Getting the knockdown means that you have a guaranteed opportunity to open up the opponent again, and with more control over what starter you actually get, making getting the subsequent conversion easier. If you need to end a combo early to get the knockdown, do so. Maintaining control is how you win games, and getting the knockdown is how you maintain control. | It cannot be understated how important getting the knockdown is to Sol's gameplan, especially in matchups where winning neutral consistently without taking big risks is difficult. Getting the knockdown means that you have a guaranteed opportunity to open up the opponent again, and with more control over what starter you actually get, making getting the subsequent conversion easier. If you need to end a combo early to get the knockdown, do so. Maintaining control is how you win games, and getting the knockdown is how you maintain control. | ||
====Wild Throw (WT) Starters==== | ====Wild Throw (WT) Starters==== | ||
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CH {{clr|3|2S}} CL GV | CH {{clr|3|2S}} CL GV | ||
* This actually works, oddly enough, but confirming the CH is quite difficult. | * This actually works, oddly enough, but confirming the CH is quite difficult. | ||
====Dustloops and Dustwinder Loops==== | ====Dustloops and Dustwinder Loops==== | ||
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====Kire SW==== | ====Kire SW==== | ||
A method of doing a Sidewinder during an IAD, input as 236956H | A method of doing a Sidewinder during an IAD, input as 236956H | ||
====How To Recover From Mistakes==== | ====How To Recover From Mistakes==== | ||
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Another easy option is to use Force Break Sidewinder. It also works if Sol is too far away for a Clean Hit. However, this reduces the overall damage of the combo. Try to land normal Sidewinder Clean Hits whenever possible. | Another easy option is to use Force Break Sidewinder. It also works if Sol is too far away for a Clean Hit. However, this reduces the overall damage of the combo. Try to land normal Sidewinder Clean Hits whenever possible. | ||
==Video Examples== | ==Video Examples== |
Revision as of 20:12, 31 July 2022
Notation Quick Reference
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Character Specifics
Character | Weight Class | Grounded VV KD | 2x Rep Dustloop | Corner Throw, 5K | Corner 6P > CL GV | crouch CH 5H > 236[K] | 2D > CL GV | CH 2D > CL GV | [SW Loop] ? c.S > 236K | corner CL/CH 41236D, CL GV | Comment |
---|---|---|---|---|---|---|---|---|---|---|---|
A.B.A | Heavy | Yes | Yes | Yes | Yes, immediate | Yes | No | Yes | Yes | No | - |
Anji Mito | Mid | Yes | Yes | Yes | Yes, slightly longer delay (hard) | Yes | No | Yes, need distance4 | Yes | Yes, slight mash (hard) | - |
Axl Low | Mid | Yes | Yes | DI only | Yes, slight delay | Yes | No | Yes | Yes | Yes, slight mash | - |
Baiken | V.Light | Yes | No | Yes | Yes, delay | Yes | Yes, 3+ hits prior/corner > 2D, moderate mash |
Yes | Yes | Yes, slight mash | - |
Bridget | V.Light | Yes | No | Yes | Yes, delay | No | Yes, mashless | Yes | Yes | Yes, mashless | - |
Chipp Zanuff | Mid | Yes | Yes | Yes | Yes, slight delay | No | No | Yes | Yes | No | - |
Dizzy | Light | Yes | Delay 6P > 5H/2H | DI only | Yes, delay | Yes | No | Yes | Yes | Yes3 | - |
Eddie | Mid | Yes | Yes | No | Yes, slight delay | No | No | Yes | Yes | No | - |
Faust | Mid | Yes | Yes | No | Yes, delay | No | No | Yes | Delay tk. SW before crossunder |
Yes, slight mash1 | Prone to reverse SW. Easily j.D > SW Looped |
I-No | Light | Yes | Delay 6P > 5H/2H | Yes | Yes, delay | Yes | No | Yes | Yes | Yes, slight mash2 | - |
Jam Kuradoberi | V.Light | Yes | Yes | Yes | Yes, delay | Yes | Yes, mashless | Yes | Yes | Yes, mashless | - |
Justice | Light | Yes | Delay 6P > 5H/2H | DI only | Yes, slight delay | Yes | No | Yes | Yes | No | - |
Johnny | Heavy | No | Very Tight | No | Yes, immediate | Yes | No | Yes, need distance4 | Add 2H | Yes, moderate mash | You generally want to add j.S before j.D in GV confirms due to weight. |
Kliff Undersn | V.Light | Yes | Very Tight | Yes | Yes, delay | No | Yes, very slight mash | Yes | Yes | Yes, slight mash | - |
Ky Kiske | Mid | All but CH HVV | Yes | Yes | Yes, slight delay | Yes | No | Yes | Yes | Yes, slight mash | - |
May | V.Light | Yes | No | Yes | Yes, slight delay | No | Yes, 3+ hits prior/corner > 2D, moderate mash |
Yes | Delay tk. SW before crossunder |
Yes, slight mash2 | - |
Millia Rage | Light | Yes | Delay 6P > 5H/2H | Yes | Yes, slight delay | No | Yes, very slight mash | Yes, slight mash | Yes | Yes, slight mash | - |
Order-Sol | Heavy | Yes | Yes | Yes | Yes, slight delay | Yes | No | Yes | Yes | Yes, slight mash | Tends to cross over on SW ? c.S confirms |
Potemkin | V.Heavy | Yes | Yes | Yes | Yes, slight delay | Yes | No | Yes, need distance | Add 2H | Yes | Prone to reverse SW. Easily j.D > SW looped. |
Robo-Ky | V.Heavy | Normal SVV only | Yes | Yes | Yes, very slight delay | Yes | No | No | Add 2H | Yes, mashless | - |
Slayer | Mid | Yes | Yes | No | Yes, slight delay | Yes | No | Yes | Yes | No | - |
Sol Badguy | Mid | Yes | Yes | Yes | Yes, slight delay | Yes | No | Yes | Yes | Yes, slight mash | - |
Testament | Mid | Yes | Yes | Yes | Yes, delay | Yes | No | Yes | Yes | Yes, slight mash | - |
Venom | Mid | Yes | Yes | No | Yes, delay | Yes | No | Yes | Yes | Yes2 | Venom is thin, can fall out of common SW conversions. |
Zappa | Mid | Yes | Yes | Yes | Yes, delay | No | No | No | Yes | Yes, slight mash | - |
- *: To be verified
- 1: Does not work point blank. Can work from a bit outside the corner.
- 2: Does not work point blank. Needs a few normals beforehand or can work from a bit outside the corner.
- 3: Max mashless GV range to CL. Slight mash gives better position whilst still retaining CL.
- 4: Does not work from max distance, need extended hurtbox.
Introduction
Consistently converting hits into knockdowns is a useful skill at every level of play, because that's how Sol wins games. Therefore, in terms of improvement, it is worth practicing universal air and ground gatling combos into knockdown. Be wary of overfocusing on optimal combos because they tend to be more situational and character specific.
For example, this relatively universal anti-air combo:
- 5K > 2H > j.S > dj.S > (j.H) > SVV > KD
...may not be optimal, but it secures some damage and a knockdown to continue offense. It can be used whenever a Clean Hit Sidewinder seems impossible. Universal combos let you play and practice real game offense situations more.
Combo List
NOTE: This page is currently under construction! You can check this thread in the meantime for more: Dustloop +R Sol Badguy Combo Thread
This section is broken down into the following tables:
- Basic Combos: start here if you're completely new
- Dustloop: breakdown of Sol's corner BnB
- Sidewinder: breakdown of Sol's unique BnB
- Bandit Revolver Loop: breakdown of Sol's meter building BnB
- Throw combos: Corner throw, airthrow, and command throw combos
- Misc Starters: esoterics and unusual situations
- Counter Hit: When you catch them mashing
- Meter combos: When your meter is burning a hole in your pocket
- Damage squeeze: When you want to make them bleed and sacrifice knockdown/position
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- entries listed in yellow are optional or situational
Standard Combos
Some of the easiest of the easy. Enough to score some mileage and set up when you're too far for a stronger conversion, don't have resources, or are just looking for the basics.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(5P/2P/5K/2K) > c.S/2S > 2D > 236K/623S | any | 103 | ?? | all | Very Easy | Ol' reliable, Sol's most frequent conversion. Generally very forgiving with the number of normals beforehand against most characters. BR/VV connection range easiest to hardest: AN > most characters > AB,DI,KL,KY > RO | Link |
(5K/2K) > c.S > 6P > 41236H | any | 96 | ?? | AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA | Very Easy | A little stricter than above. 5K or c.S will combo to 6P. Requires dash momentum: AB, CH, ED, IN, JA, JO, MI, PO, VE |
Link |
f.S > (2S) > 5H > 41236H | any | 99 | ?? | all | Very Easy | Confirmation for when you're too far away to score a knockdown. Be careful of fast mashers who recover from stagger before Fafnir recovers! | Link |
f.S > (2S) > 5H > [41236H > 64D] / [41236D] | any | 99 | -25 | all | Very Easy | 25 meter conversion. FB Fafnir will knock down. TR will sacrifice knockdown for damage (FB Fafnir will whiff at max range 5H on crouching hit against TBD characters) | Link |
5D > j.D > j.D > j.SKS > dj.S > [H/D] > j.623S > KD | any | ~150 | ?? | all | Very Easy | Universal Dust Combo. Scores a knockdown. In order to get the first two j.Ds, HOLD Up in order to cancel them back into homing jump. | Link |
623K > dash (5H) 2H > j.S > dj.S > j.H(2) > j.623S > KD | any | 134 | 22 | all | Very Easy | Universal Wild Throw Combo. Scores a knockdown. | Link |
j.P xN > (j.H) > j.623S/j.623H > KD | any | ~75-80 | ?? | all | Very Easy | Basic air-to-air conversion for knockdown. Scoring the KD from j.623S is much easier than from j.623H. | Link |
j.P xN > j.K/H/D > j.236D ▷ j.S > dj.S > j.H > j.623S/j.623H > KD | any | ~150 | ?? | all | Easy | Extended air-to-air conversion for knockdown. j.S is not recommended here as it hits too low for reliable air-to-air conversions | Link |
Dustloop
A combo that launched a forum that started a wiki that you're currently reading. We say yes to big damage, single button corner loops.
Dustloop requires the following conditions and usually revolves around a simple concept:
- Sol needs dashing momentum and generally need to be able to reach the corner.
- Dash in and j.D as soon as possible after leaving the ground, then do another j.D as soon as the first one recovers, hitting before Sol lands (this is considered one rep).
- Based on how the launch started, Sol may be able to do another rep (usually no more than three preceding normals/moves).
- Afterwards, DLoop is usually ended with dash j.K/S > j.D > dj.S > dj.D > j.SVV > TO.
- Dustloop can also be used to setup up a BR Loop or SW Loop for very high damage.
On some characters, delaying 5H after 6P is necessary for more height and less pushback. The delay duration is character-specific. Sometimes characters may be launched too high for the fourth j.D to hit. In which case, try launching them lower by adding/reducing the delay after 6P or adding a microwalk after the second j.D to allow them to fall for one frame.
In particular, light characters require as much delay as possible to make two reps of the Dustloop possible. On very light characters, only one rep is possible.
If they end up too high for SVV > KD to hit, adjust the last part of the combo to juggle them lower before SVV.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K(1)/c.S > 6P, (delay) 5H > j.D, j.D ▷ j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD | corner | ~230(c.s) | ?? | AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, HOS, VE, ZA | Medium | Scores knockdown | Link SW ver. |
WT > dash j.D, j.D ▷ dash j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD | corner | ~140 | ?? | AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, HOS, VE, ZA | Medium | Scores knockdown |
Sidewinder Loop
First, watch VrRaiden's Beginner Sidewinder Tutorial
This will help to grasp on some ground rules and salvages regarding Sidewinder Loops.
Sol's Bread and Butter: big damage, no meter. Simple but difficult, as every character must be hit at a very specific point on their body for Sidewinder to work properly.
Once you launch the opponent, how you can go into Sidewinder Loop depends on where on screen you are, your distance to the corner, and what character you're fighting. Some options are:
- forward jump j.S > SW. Easy and works on most characters.
- dash 2H > Neutral/Back/Forward Jump SW (note, not usually a TK SW, though sometimes you may opt to do so).
- dash 2H > forward jump j.S/j.H > SW.
- Empty Forward Jump SW (neutral may work once on certain characters after reaching the corner).
- j.P and j.K > SW also work, but do less damage and scale badly.
SW Loop usually ends with Bandit Revolver in order to score a knockdown.
Sidewinder loop examples:
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K/c.S > 2D > BR(1) RC > SW ▷ [j.S > SW]*2 > BR | Anywhere | 204 | -50% | All except PO, RO | Medium | Basic BR RC SW loop combo. Scores knockdown. | Link |
WT > delay j.S > SW ▷ [j.S > SW]*2 > BR | Anywhere | 145 | +30%~ | All | Easy | Basic WT SW loop combo. Scores knockdown. | Link |
Dash 5K/c.S > 6P > 5H > j.D > delay SW ▷ [j.S > SW]*3 > BR | Corner | 253 | +30%~ | TBD | Medium | Basic corner SW loop combo. Scores knockdown. | Link |
Dash 5K/c.S > 6P, 5H > j.D, SW ▷ Dash under 2H > 9j.S > SW ▷ c.S/2H > BR | Corner | TBD | ?? | TBD(Standard) | Medium | Knocks down back into the starting corner | - |
Airdash j.S, j.H ▷ (5K) 6P, 5H > j.D, SW ▷ dash under c.S > 2H, tk9.SW ▷ c.S > BR | Midscreen | ~200(c.s) | ?? | TBD | Medium | Knocks down back into the starting corner | - |
5K > c.S > 2D > BR(1) RC > SW ▷ walk 2H > j.S > SW ▷ 2H tk.8 SW ▷ 2H > BR | midscreen/cornered | -- | ??-50 | TBD(standard) | Medium | Scores knockdown | Link |
5K > c.S > 2D > BR(1) RC > SW ▷ [9 > SW] * 2 ▷ dash j.S > j.D > dj.S > j.SVV > KD | midscreen/cornered | -- | ??-50 | TBD(lightweight) | Hard | Scores knockdown | Link |
5D > SW ▷ (walk forward) > (c.S) > 2H > j.S > SW > (walk back) > 2H > j.S > SW > nj.S > SW > BR | any | 168 | ?? | all | Easy | Universal Impossible Dust Combo. Scores a knockdown. Must use c.S on PO, RO |
Link |
WT > 9j S SW ▷ (dash) 2H j.S SW ▷ 8j S SW ▷ BR | Midscreen | -- | ?? | TBD(Standard) | Medium | - | Link |
WT > dash 5H > tk.8 SW ▷ 5H 9j. SW ▷ 8j S SW ▷ BR | Midscreen | -- | ?? | TBD (Lightweights) | Hard | - | Link |
WT > dash j.D ▷ SW ▷ 9j.S > SW ▷ dash 2H ▷ BR | Midscreen | 133 | +25%~ | TBD | Medium | Scores knockdown | Link |
WT > IAD j.S SW ▷ 9j. delay SW ▷ 9j. delay SW ▷ dash 9j.S or j.D > SVV > KD | Corner | -- | +25%~ | TBD (Lightweights) | Hard | Empty jump SW loop, burst safe and fairly optimal. Tap the jump to make sure you don't get HVV instead of SW. Timing on empty jump SW is character-specific. | Link |
WT > delay j.S > SW ▷ 9j. delay SW ▷ 8j. delay SW ▷ 8j.S > SW > BR | Midscreen | -- | -- | TBD (Lightweights) | Hard | Scores knockdown | - |
WT > IAD j.S SW ▷ 8j. delay SW ▷ 8j.S > SW ▷ 9j.S > SW ▷ 8j.S > SW > BR | Midscreen | -- | -- | TBD (Standard) | Hard | Scores knockdown | - |
WT > IAD j.S SW ▷ 9j. delay SW ▷ 9j.S > SW ▷ 8j.S > SW ▷ 9j.S > SW ▷ 8j.S > SW ▷ BR | Corner | 195-200~ | -- | TBD (Standard) | Hard | Scores knockdown, Corner to Corner | Link |
GV Combos
First, watch VrRaiden's Grand Viper Tutorial
One of the most important confirms to know, getting to turn any ground hit into 200+ damage is something nobody could turn down, which is why once you grasp sidewinder loops, its important to start incorporating these confirms into your gameplan.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(5K/2K/c.S/2S) > 2H/5H > Slightly less than full-full mash GV > j.S Sidewinder x3 > Bandit Revolver | Midscreen | 200~ | ?? | Everyone | Medium | Universal GV confirm | Link |
(5K/2K/c.S/2S) > 2H/5H > Slightly less than full-full mash GV > dash j.D delay Sidewinder > Dash 2H j.S Sidewinder > 2H Bandit Revolver | Corner | 200~ | ?? | Everyone | Medium | Midscreen Knockdown | Link |
CH 2D > Slight-No mash GV > dash j.D Sidewinder > Dash 2h j.S Sidewinder > dash 2H TK Sidewinder > 2H Bandit Revolver | Midscreen/Corner | 200~ | ?? | Mid-Heavyweights | Medium | TK SW must be inputted as 2368 | Link |
xx > 2D > Slight-No mash GV > Dash j.D jc delay Sidewinder > 8 Sidewinder > dash j.S SVV KD | Cornered-Midscreen | 200~ | ?? | BR, JA, KL, MI | Very Hard | No Mash GV on BR/JA, Slight mash on KL/MI | Link |
(5K/2K/c.S/2S) > 2H/5H > CL GV > 9 dl j.D > dl CL SW > 7 j.S > CL SW > dash 2H > j.S > j.K > CL SW > 8j.S > j.K > CL SW > BR > (2K > c.S > f.S > Gunflame FRC/Gunflame Feint) | Midscreen/Corner | 240-270~ | ?? | ?? (Mids) | Hard | the otgs at the end are untechable but optional, you can go for normal oki if you want but they're free damage. | Link |
Throw Combos
Sol can score conversions off of both regular and airthrow in the corner. Airthrow will lead to short conversions or with meter outside of the corner. Wild Throw is your best bet for damage, but is of course a bit slower than regular throw.
NOTE: Corner throw > 5K(1) will not work on AX, DI, ED, FA, JO, JU, KL, VE
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Throw > 5K(1) > 6P > 5H/2H > [j.S/H 2 SW corner knockdown] |
corner | 151 | ?? | AB, CH, JA, KY, MI, OR, RO, SO, TE, ZA |
Medium | j.H(1) required on: AN, BA, BR, IN, MA) |
Link |
Throw > 5K(1) > c.S > [3 j.D 2 SW corner knockdown] |
corner | 160 | ?? | AB, AN, CH, OR, PO, SO, TE, ZA | Medium | Link | |
Throw > 5K(1) > c.S > [2 j.D 2 SW corner knockdown] |
corner | 188 | ?? | IN, MI | Medium | - | - |
Throw > 5K(1) > c.S > [2-4 Rep BR Loop corner knockdown] |
corner | ~130 | ++ | TBD | Medium | Meter gain variation | - |
Air Throw > (dash) 5K(1)/c.S > 6P > 2H/5H > [4 j.D VV corner knockdown] |
midscreen | 131 | ?? | TBD | Medium | Mid/Heavy weights, leads to corner knockdown. | - |
Air Throw > (dash) 5K(1)/c.S > [3 j.D 2 SW corner knockdown] |
midscreen | 145 | ?? | AB, AN, AX, CH, SL, TE | Medium | Must start c.S on FA. Must start 5K on OR, SO, VE, ZA. |
- |
Air Throw > (dash) 5K(1)/c.S > [2 j.D 2 SW corner knockdown] |
midscreen | 162 | ?? | DI, IN, JU, MI | Medium | Must start with 5K on DI. | - |
Air Throw > dash 5K(1)/c.S > [1 j.D 2 SW corner knockdown] |
midscreen | 155 | ?? | BR, JA, MA | Medium | Must start with 5K on BA. | - |
Air throw > (dash) 5K(1)/c.S > [2 j.D BR loop corner knockdown] |
midscreen | 136 | ?? | BA, BR, JA, KL, MA | Medium | For light weights (and medium weights which the normal combos won't work). Must start 5K and only use 1 tk.BR on ED, KY. | - |
Air Throw > (dash) 5K(1)/c.S > [4 j.D VV corner knockdown] |
midscreen | 149 | ?? | all except JO, PO, RO | Medium | - | - |
Air throw > 5K(1) > 6P > 5H > j.S > j.K > j.D > j.BR > 5K > tk.BR > 5K > BR | midscreen | 121 | ?? | JO, PO, RO | Easy | Heavyweight specific combo. | - |
Anti-Air Combos
- 5K > 2H > j.S > dj.S > (j.H) > SVV > KD
- 5K > 2H > j.S/H > SW loop
- 5K > j.P > SW loop
- CH 6P > dash into any of the above depending on height and distance
- j.P xN > HVV > KD
- j.H > HVV > KD
Misc Starters/Conversions
Examples of various conversion points or means off of unusual situations. WIP
cr 2H > GF
ch/FB Sidewinder
2D > ΔGV
Crossup VV (RC)
tk.VV RC j.P/K ▷
fuzzy j.S/j.D
j.H links
IAD j.P/j.K
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
TBA | - | - | ?? | - | - | - | - |
CH Combos
Examples of various optimizations off of certain counter hits. WIP.
6P, 5H, 2H, 2D, AA 6H, Riot Stomp, VV(1), 5K(1), 2S
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH 6P, slight delay 236P, IAD j.S/j.H/j.D > SW or Kire SW ▷ near corner SW Loop (2-4 reps) | midscreen | ~200 | ?? | all | Hard - Very Hard | Good midscreen CH confirm off of a fish or frametrap. Can pretty much always land them in the corner. | - |
CH 6P > delay CL BB > IAD j.S/j.H(1/2) > SW ▷ SW Loop | midscreen/round start | ?? | TBD | Medium | Much harder to confirm than above due to wonky camera behavior | ||
CH 5H (Standing Hit) > IAD j.S > j.D > SW Loop | anywhere, standing hit | ?? | TBD | Medium | Hard to confirm due to 5H's small active window | - | |
CH 5H (Standing Hit) > IAD j.S > j.H ▷ 2H/5H > GV > SW Loop | ?? | TBD | Medium | Opponent must be standing. Slightly easier to confirm than above but will result in lower damage | - | ||
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW | midscreen/round start | ?? | TBD | Hard | Requires crouching hit confirm. See Character specific table above, list to be added here later | - | |
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW | near Corner | ?? | Hard | ||||
CH 2H > BB (whiff) ▷ Dustloop or Sidewinder Loop | ?? | Medium | Built in burst bait. Bursting the BB before it even starts will often cause the burst to whiff. | - | |||
CH 2H > delay GF > IAD j.S/j.H SW > [] | any | ?? | Hard | - | |||
CH 2D > GV (No - short mash) > [] | ?? | TBD | Hard | GV can be slightly delayed against lightweights. GV must otherwise be input almost immediately during hitstop. Done slightly late it can be salvaged with some very slight mashing based on the opponent. | - | ||
CH 2D > GF FRC > dash 2H > j.D > Sidewinder Loop | any | ?? | all | Medium | - | ||
CH 2D > GF FRC > Empty Jump SW Loop | ?? | Very Hard | - | ||||
CH 2D > GF FRC > CLBB > Instant Air Dash j.S > Sidewinder > SW Loop | ?? | Medium | - | ||||
CH 2D > GF > Kire SW ▷ SW Loop | any | ?? | all | Very Hard | Extremely tight confirm for max damage | - | |
Air CH 6H > BB > Kire SW / IAD > SW ▷ SW Loop | any | ?? | all | Hard - Very Hard | Hail Mary 6H Air counter hit confirm | - | |
Air CH 6H > TBD | ?? | Medium | - | ||||
CH 214K > TBD | ?? | Medium | - | ||||
CH 2S > TBD | ?? | Medium | - | ||||
CH j.D > TBD | ?? | Medium | - | ||||
Air CH 5K(1) > TBD | ?? | Medium | - | ||||
Air CH 623S(2)/623H(2) > TBD | ?? | Medium | - |
Opponent must be standing: CH H Volcanic Viper during later active frames |> dash 5K > xx > SW Loop
- Generally only works when landed as an Anti-Air. When netted very close to the opponent height wise, you'll usually be unable to dash in and relaunch in time.
CH 6P (2S [whiff]) > dash 5K/c.S > 2H > j.S/j.D > Sidewinder > SW Loop
- Whiffing the 2S is done to make the 6P safer on block, but will connect on 6P's CH against heavier characters, ruining the combo.
- If the opponent is slightly too far for the Clean Hit, delay the jump cancel after 2H till right after hitstop ends for more running momentum, as described here.
No more than half screen from corner: CH 6P > (Clean Hit) Bandit Bringer > Dash 5K/2K/c.S > 2H > j.D > Sidewinder > SW Loop
- Generally harder to confirm than CH 6P > Gunflame, but can lead to bigger damage.
CH 2H > Bandit Bringer > Dustloop or Sidewinder Loop
- CH 2H scores so much hitstun that you can even empty jump, land, and relaunch in order to bait a burst. The Bandit Bringer can be burst safe, but will whiff on lightweights and some characters with thin hurtboxes.
25% Tension, Counter Hit, Midscreen: 5K/5S > TK Bandit Revolver(1) FRC > SW
- May need to add an air normal depending on character.
Metered Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
xx > 2D > CL 41236D > [dash 6P > CL 41236D] * 1-2 > 64D | corner | ~280 | -75-100 | any | Easy | Easy big damage corner combo | |
xx > 2D > CL 41236D > dash 6P > 5H/2H > j.D > Sidewinder Loop | corner | 250-300 | ?? | any | Medium | Works on CH FB Fafnir | |
( (Dash) 5K/c.S > 6P) > [236P FRC > CL 236[K]] * 2-3 > whiff-41236H > 64D | corner | ~350 | -100 | SO, KY, TE, AN, VE, OR (modifiers TBD) | Hard | Moderately difficult high damage/kill combo. Fafnir must whiff for full damage, otherwise the result will be reduced by around 30-40 damage | link |
(f.S) > 5H > 41236H RC > GV > [1 j.D Sidewinder Loop] | any | ~200 | ??-50 | any | Medium | Universal Fafnir RC conversion | |
(f.S) > 5H > 41236H RC > 2D > No-Short Mash GV > empty jump 9j.236H ▷ dash under 5K(1) > 2H > tk.9 SW ▷ c.S > BR | any | ~240 | ?? | BA, BR, JA, KL, MA, MI | Hard | Strong midscreen conversion from Fafnir hit. No mash: BR, JA. Very slight mash: KL, MI. Moderate mash: BA, MA |
|
xx > 2D > CL 41236D > CL GV > walk forward j.D delay SW > 7 j.S SW > dash 6P 41236H 46D | corner | ~250-300 | -35 | TBD | Medium | Non lights require a very slight mash, lights are no mash. | link |
combo | ?? | ?? |
Bandit Revolver Loop
Back in the GGX days, you saw this a lot. Now, not so much, but still good for gaining tension and decent damage in a pinch.
Though it does less damage than Sidewinder Loop, (air) Bandit Revolver is capable of building insane amounts of meter. Often it's used in conjunction with SW to finish combos and gain a little more Tension than usual. You need to Tiger Knee your Bandit Revolver in order to loop it, though the finishing blow is almost always a regular Bandit Revolver. Your main variations are going to be 5K(1), c.S, or 2H, with the opponent close to the ground, into a TK'd Bandit Revolver, with c.S against lighter, floatier characters, and 5K against mostly everybody else. Examples:
- Midscreen: dash 5K(1) > tk.BR ▷ [5K/c.S > tk.BR] * 2-3 ▷ 5K(1) > BR (~120 dmg)
- Corner: Airthrow |> 5K(1) > tk.BR ▷ [5K/c.S > tk.BR] * 2-3 ▷ 5K(1) > BR (~120 dmg)
- Corner: dash c.S > 6P, 5H tk.BR |> [5K/c.S > tk.BR] * 2-3 |> 5K(1) > BR (~180 dmg)
Bandit Revolver loops can also be exited into Sidewinder loops, usually in corner. This can be useful when you want to go for damage over meter build, and is especially useful when you want more damage off an air-to-air conversion that you can't go into Sidewinder loops from, but can go into Bandit Revolver loops. Usually, you will want to be in the corner to do this, though it may be possible to convert to Sidewinder loop midscreen (not fully tested yet). Generally, the route will look something like:
- Corner: 5K(1) 9j.P j.P SW
- Corner: 5K(1) 9j.P j.K SW
- Corner: 5K(1) 9j.K j.S SW
The exact normals you use can vary between characters and is dependent on gravity scaling, character weight, location of Clean Hit hurtbox, and more. However, because this is usually the first Clean Hit in the combo, it shouldn't be too hard to ad lib this conversion. After this, you can go into something like:
- dash under 2H 9j.S SW
- dash under c.S 2H tk.SW
And then go for standard Bandit Revolver knockdown routes.
'Midscreen'
5K/2K > c.S > 2D > Bandit Revolver/Volcanic Viper+Knockdown
- A standard, simple, straightforward combo that leads to the usual oki. The BR/VV will whiff on Ky and Robo-Ky when done from far away. Dashing into this combo will make the connection into the BR/VV likelier to connect.
2K > 2H > 2D
- Same as the above with the BR/VV omitted. Note that this will knock the opponent down Face Down instead of Face Up. Adjust for oki accordingly.
xx > 5H/2H > Grand Viper > SW Loop
- Leads to big damage, but not the easiest thing to confirm given the distance that you must be in from the 5H/2H > GV. Not recommended when the opponent has a burst.
xx > 2D > Ground Viper > SW Loop (Jam, Bridget, Kliff, Millia only)
- Character specific combo which leads to huge meterless damage. You can score a Clean Hit on the GV from relatively close against these four characters. Millia and Kliff require you to very slightly mash on GV, but Jam and Bridget, will be Clean Hit with no mashing at all.
5S > 2S > 5H > Fafnir (> Tyrant Rave)
- Combo that doesn't lead to knockdown, but can be done for better damage than usual. If you don't go for the TR, the opponent can sometimes mash before Fafnir fully recovers. Keep this in mind and decide whether it's better to continue pressure, bait a jump, or just block.
5K/2K > c.S > TK BR |> 5K > BR loop or SW Loop.
- A tight combo which will lead to big meter gain and good conversion, but can be very difficult to confirm without the risk of messing up. Can only be done when point blank, otherwise the BR will whiff.
(dash) 5K/c.S > 6P > 5H > HJIAD j.P > j.H > SVV
- Extremely tight combo which leads to better corner carry and damage than the usual BnB. Best done when the first normal is point blank.
(dash) 5K/c.S > 6P > 5H > HJIAD j.K > j.D > j.BR |> 5K > BR/j.P > j.K > SW > SW Loop
- Even harder than the aforementioned combo, this link can lead to full corner carry and an actual Sidewinder loop for free.
5D > j.D(x2) > j.S > j.K > j.S > dj.S > j.D > Volcanic Viper
- Straightforward dust combo that does reasonable damage and knockdown from anywhere.
[ID] 5D > j.D > dj.D |> dash 2H > (j.D, j.D |>) j.S > SW Loop
- Standard impossible dust combo which leads to good damage. You can get in a single rep of dustloop near the corner before starting a SW loop.
'25% Tension, Midscreen'
5K > 5S > 2369K FRC > j.S > SW Loop
- Similar to the meterless conversion into BR loop, but leads to much better damage.
xx > 6P > c.S/2H > j.S > FB SW > SW Loop
- A fairly easy conversion into damage, generally only works with one, possibly two normals before the 6P. Some characters with thinner hurtboxes will require only one.
Airdash j.S |> c.S > (f.S) > 5H > Fafnir > Tyrant Rave
- Conversion after landing some airdash pressure
Airdash j.s > j.D > FB Sidewinder |> SW Loop
- Another conversion after landing airdash hits. Easily converts from anywhere, but how you convert is position dependent. You can either dash in to relaunch, or simply jump into a normal > Sidewinder.
xx > FB Fafnir
- Metered ground conversion into knockdown when you're too far to land a 2D.
Gun-Flame FRC > dash (5K/c.s) 2H > j.S > Sidewinder Loop
- Occasionally, you'll tag your opponents with a Gunflame. If you FRC it and confirm, you can convert fairly easily.
Gun-Flame FRC > Clean Hit Bandit Bringer > Instant Air Dash j.S > Sidewinder Loop
- Requires that you expect the GF to hit. Leads to some bigger damage midscreen than most options.
'50% Tension'
xx > 2D > Bandit Revolver(1) RC > Sidewinder Loop
xx > 2D > Bandit Revolver(1) RC > j.S > j.D/j.H(weight dependant) > SW Loop
xx > 2D > Tyrant Rave ver.Beta
Volcanic Viper(1) RC > 5K/c.S > 2H > SW Loop
Volcanic Viper RC > Sidewinder > SW Loop
Sidewinder Loop > Tyrant Rave ver.Beta
Sidewinder Loop > c.S/2H > FB Fafnir [whiff] > Tyrant Rave
'Corner'
5K/c.S > 6P > 5K/5S > 2H > Air normal (character dependent) > Sidewinder > SW Loop
(j.S) > 5K/c.S > 6P > Gun-Flame FRC > Empty Jump Sidewinder > SW Loop
5K/c.S > 6P > (delay) Gun-Flame > (delay)2H > j.D > Sidewinder > SW Loop
Dash 5K/c.S > 6P > Gun-Flame > 5H/2H > j.D , j.D > dj.D > Sidewinder > SW Loop (midweights and heavyweights)
Dash 5K/c.S > 6P > Gun-Flame > 2H > j.D > Empty Double Jump Sidewinder > SW Loop (lightweights)
[Dustloop:] xx > 6P , 5H/2H > j.D , j.D |> j.D, j.D |> j.K > j.D > dj.S > j.D > S Volcanic Viper
Throw > 5K(1) > j.P > j.K/j.S > Sidewinder > SW Loop (works on most characters)
Throw > 5K(1) > 6P , 2H > j.H Sidewinder > SW Loop
Air Throw 5K/c.S > j.KSD/j.SKD > j.Bandit Revolver > 5K(1) > (2H) > H Volcanic Viper
'25%+ Tension, Corner'
xx > 6P > Gun-Flame FRC > Clean Hit Bandit Bringer |> dash 2H > j.D > Sidewinder > SW Loop
[50% tension] xx > 6P Gun-Flame FRC > Clean Hit Bandit Bringer |> Fafnir (whiff) > Tyrant Rave
Combo Theory
Introduction
Sol's combo theory revolves around Clean Hits (CLs). Clean Hits are always a good thing for Sol. Sol's most important damage-dealing tool, CL Sidewinder (CL SW), increases in damage with the number of CLs before it in a combo. However, SW has a forced proration of 70%. This means that once you start using CL SW loops to do damage, everything else in your combo will do significantly less damage. The main goals for converting to max damage with Sol, therefore, are twofold:
- Get as many CLs before going into SW loops, to increase the damage of CL SWs without causing proration
- Get as many CL SWs as possible during your SW loop
And of course, the most important goal:
- Get the knockdown.
It cannot be understated how important getting the knockdown is to Sol's gameplan, especially in matchups where winning neutral consistently without taking big risks is difficult. Getting the knockdown means that you have a guaranteed opportunity to open up the opponent again, and with more control over what starter you actually get, making getting the subsequent conversion easier. If you need to end a combo early to get the knockdown, do so. Maintaining control is how you win games, and getting the knockdown is how you maintain control.
Wild Throw (WT) Starters
Wild Throw is Sol's most important starter and the biggest reason why Sol is so terrifying up close, but it's effectively useless without knowing how to properly convert off it, therefore it should be your very first introduction to doing Sidewinder loops.
Basic WT Starters
WT > delay 9j.S > SW
- The most basic SW loop starter off WT. Also low damage, but reliable if you're starting out or are not sure what route you should be going for.
WT > 9j.H > SW
- Works if the hurtbox is higher up than usual, or if you're early. Lower damage and worse scaling than 9j.S, but can be delayed or allowed to multi-hit for height adjustments.
WT > delay 9j.D > SW
- Very basic but powerful starter off WT into corner, works best in the corner or on Potemkin.
WT > microdash 9j.D > delay SW
- Variant of the above starter that has insane corner carry and can lead to very powerful conversions. You can massively delay the SW and maintain a CL if close to corner, but otherwise a short delay is best for consistency.
WT > dash > delay 9j.D > SW
- Very basic but powerful starter off WT into corner.
WT > dash 2H 9j.S > SW
- A slightly higher damage starter off WT. Can lead into working combos on all weight classes and may be easier for you than delay 9j.S > SW.
WT > dash 2H 9j.D > SW
- A really higher damage starter off WT. Can lead into working combos on most weight classes and is generally really consistent and damaging
WT > dash 2H8 TK SW
- Input as 2H>8>236H, this starter can work well on lightweights, and generally leads to a lower returning height off the wallbounce in exchange for less time to act once you hit the ground.
WT > dash 5H9 TK SW
- Input as [2]H>369H, this starter can work well on lightweights, and generally leads to a lower returning height off the wallbounce in exchange for less time to act once you hit the ground. Is extremely optimal if using VRRaiden's lightweight combo as well (should be above).
Advanced WT Starters
WT > IAD j.S SW
- Tighter link for the IAD (extremely tight on Kliff and Baiken) but works on most characters (haven't tested on Robo-Ky) and leads to empty jump SW loops on lightweights universally, and character-specific empty jump SWs on midweights, as well as CL BB combos. Has excellent corner carry.
WT > IAD j.D SW
- Essentially the IAD j.S starter but more optimized. Also has different interactions with pushback and camera, so make sure you lab it out before substituting it for WT WT > IAD j.S SW. Generally a harder link.
WT > Gunflame FRC > CL BB
- High damage starter, however might lead to overall lower damage than a normal SW loop if you aren't clever with routing, as it uses up a lot of untech time. Cool, though.
WT > delay No-mash CL GV
- Funny combo that works on ABA and Robo-Ky, maybe other heavies, its an option, but don’t do it. No-mash GV is a style-points part of weird and cool Sol SW loops that generally doesn't enter into his SW loop theory. It is absolutely a valid starter in some instances, however, as you will see.
Midscreen Starters
Clean Hit Grand Viper
Clean Hit Grand Viper (CL GV) is your main meterless starter from midscreen. Combos into it have to be short, as it will combo from normal hit 2H or 5H if you are close to the opponent. Generally, if you are close enough for 2H to hit, GV will combo. 2H is often preferred despite the lower damage due to it having less pushback, making conversions into GV from it more consistent. Common strings include:
c.S>5H/2H CL GV
- Strong punish starter. Works if close enough from f.S too, if for some reason that happens.
5K>5H/2H CL GV
- Less strong punish starter, but still good damage and works for harder-to-punish moves, as well as hitconfirms, as 2H can be delay cancelled into GF FRC if it is blocked. 5H is more damage, however.
2K>2H CL GV
- This is a standard empty jump low string for max damage off 2K. 2H is preferred in that scenario because you have no dashing momentum and need pushback to be minimal for GV to combo.
5H>2H CL GV
- Massive damage starter, used for optimal punishes on very negative moves.
CH 2S CL GV
- This actually works, oddly enough, but confirming the CH is quite difficult.
Dustloops and Dustwinder Loops
Dustwinder refers to an advanced corner combo that starts with a Dustloop and continues into a Sidewinder loop. It provides Sol's best damage in the corner.
Kire SW
A method of doing a Sidewinder during an IAD, input as 236956H
How To Recover From Mistakes
Whenever a Clean Hit Sidewinder follow-up looks impossible, a simple air combo like j.S dj.S SVV KD can guarantee a knockdown to continue offense. However, if the opponent is only slightly too high or too low, adjustments to height are possible mid-combo to achieve the Clean Hit.
For example, after j.S or 2H, if the opponent is too high, adding a jump cancel into j.H may give Sol enough height to land the Clean Hit Sidewinder. If the opponent is too low after j.S, adding j.H(1) without a jump cancel may allow Sol to fall low enough for the Clean Hit.
Another easy option is to use Force Break Sidewinder. It also works if Sol is too far away for a Clean Hit. However, this reduces the overall damage of the combo. Try to land normal Sidewinder Clean Hits whenever possible.
Video Examples