GGACR/Sol Badguy/Combos: Difference between revisions

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<center>{{Character Label|GGACR|Sol Badguy|42px}}</center>
{{GGACR/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
</div>
===Notation Quick Reference===
===Notation Quick Reference===
{{Combo Notation
{{Combo Notation
Line 9: Line 5:
| width=85%
| width=85%
| additional=
| additional=
:'''GF'''= Gunflame
:'''GF''' = [[GGACR/Sol#Gun Flame|Gunflame]] – {{clr|1|236P}}
:'''SVV'''= Slash Volcanic Viper
:'''SVV''' = [[GGACR/Sol#Volcanic Viper|S Volcanic Viper]] – {{clr|3|623S}}
:'''HVV'''= Heavy Slash Volcanic Viper
:'''HVV''' = [[GGACR/Sol#Volcanic Viper|H Volcanic Viper]] – {{clr|4|623H}}
:'''BR'''= Bandit Revolver
:'''BR''' = [[GGACR/Sol#Bandit Revolver|Bandit Revolver]] – {{clr|2|236K}}
:'''BB'''= Bandit Bringer
:'''BB''' = [[GGACR/Sol#Bandit Bringer*|Bandit Bringer]] – {{clr|2|236[K]}}
:'''RS'''= Riot Stomp
:'''RS''' = [[GGACR/Sol#Riot Stamp|Riot Stamp]] – {{clr|2|214K}}
:'''WT'''= Wild Throw
:'''WT''' = [[GGACR/Sol#Wild Throw|Wild Throw]] – {{clr|2|623K}}
:'''GV'''= Grand Viper
:'''GV''' = [[GGACR/Sol#Grand Viper*|Grand Viper]] – {{clr|3|214S}}
:'''SW'''= Sidewinder
:'''SW''' = [[GGACR/Sol#Sidewinder*|Sidewinder]] – {{clr|4|j.236H}}
:'''FBSW'''= Force Break Sidewinder
:'''FBSW''' = [[GGACR/Sol#FB Sidewinder*|Force Break Sidewinder]] – {{clr|5|j.236D}}
:'''KD'''= Knockdown  
:'''KD''' = [[GGACR/Sol#Knockdown|Knockdown]] – Volcaninc Viper > {{clr|2|214K}}
:'''TR'''= Tyrant Rave (Force Break)
:'''TR''' = [[GGACR/Sol#Tyrant Rave*|Tyrant Rave]] – Fafnir > {{clr|5|64D}}
:'''TRB'''= Tyrant Rave Beta (Overdrive)
:'''TRB''' = [[GGACR/Sol#Tyrant Rave ver. Beta|Tyrant Rave Beta]] – {{clr|4|632146H}}
:'''TK'''= Tiger Knee (j.236 as 2369X)
:'''TK''' = Tiger Knee (j.236X as 2369X)
:'''Kire'''= IAD TK (966236X as 236956X)
:'''Kire''' = IAD TK (966236X as 236956X)
}}
}}


==Character Specifics==
==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:


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
* {{clr|2|5K}} > {{clr|4|2H}} > {{clr|3|j.S}} > d{{clr|3|j.S}} > ({{clr|4|j.H}}) > SVV > KD
|-
!  Character !! Weight Class !! Grounded VV KD !! 2x Rep Dustloop !! Corner Throw, 5K !! Corner 6P > CL GV || crouch CH 5H > 236[K] !! 2D > CL GV !! [SW Loop] ▷ c.S > 236K !! corner CL/CH 41236D, CL GV  !! Comment
<!--Weight !! G.VV KD !! 2x Dloop !! Corner Throw, 5K !! Corner 6P > CLGV || cr.CH 5H > 236[K] !! 2D > CL GV !! [SW Loop] ▷ c.S > 236K !! corner CL/CH 41236D, CL GV  !! Comment-->
<!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are-->
|-
! {{Character Label|GGACR|A.B.A|24px}}
| Heavy || Yes || Yes || Yes || Yes, immediate || Yes || No || Yes || No || -
|-
! {{Character Label|GGACR|Anji Mito|24px}}
| Mid || Yes || Yes || Yes || Yes, slightly longer delay (hard) || Yes || No || Yes || Yes, slight mash (hard) || -
|-
! {{Character Label|GGACR|Axl Low|24px}}
| Mid || Yes || Yes || No || Yes, slight delay || Yes || No || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Baiken|24px}}
| V.Light || Yes || No || Yes || Yes, delay || Yes || Yes, 3+ hits prior/corner ><br> 2D, moderate mash || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Bridget|24px}}
| V.Light || Yes || No || Yes || Yes, delay || No || Yes, mashless || Yes || Yes, mashless || -
|-
! {{Character Label|GGACR|Chipp Zanuff|24px}}
| Mid || Yes || Yes || Yes || Yes, slight delay || No || No || Yes || No || -
|-
! {{Character Label|GGACR|Dizzy|24px}}
| Light || Yes || Delay 6P > 5H/2H || No || Yes, delay || Yes || No || Yes || Yes<sup>3</sup> || -
|-
! {{Character Label|GGACR|Eddie|24px}}
| Mid || Yes || Yes || No || Yes, slight delay || No || No || Yes || No || -
|-
! {{Character Label|GGACR|Faust|24px}}
| Mid || Yes || Yes || No || Yes, delay || No || No || Delay tk. SW <br> before crossunder || Yes, slight mash<sup>1</sup> || Prone to reverse SW.<br> Easily j.D > SW Looped
|-
! {{Character Label|GGACR|I-No|24px}}
| Light || Yes || Delay 6P > 5H/2H || Yes || Yes, delay || Yes || No || Yes || Yes, slight mash<sup>2</sup> || -
|-
! {{Character Label|GGACR|Jam Kuradoberi|24px}}
| V.Light || Yes || Yes || Yes || Yes, delay || Yes || Yes, mashless || Yes || Yes, mashless || -
|-
! {{Character Label|GGACR|Justice|24px}}
| Light || Yes || Delay 6P > 5H/2H || No || Yes, slight delay || Yes || No || Yes || No || -
|-
! {{Character Label|GGACR|Johnny|24px}}
| Heavy || '''No''' || Very Tight || No || Yes, immediate || Yes || No || Add 2H || Yes, moderate mash || You generally want to add j.S<br> before j.D in GV confirms due to weight.
|-
! {{Character Label|GGACR|Kliff Undersn|24px}}
| V.Light || Yes || Very Tight || Yes || Yes, delay || No || Yes, very slight mash || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Ky Kiske|24px}}
| Mid || All but CH HVV || Yes || Yes || Yes, slight delay || Yes || No || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|May|24px}}
| V.Light || Yes || No || Yes || Yes, slight delay || No || Yes, 3+ hits prior/corner ><br> 2D, moderate mash || Delay tk. SW <br> before crossunder || Yes, slight mash<sup>2</sup> || -
|-
! {{Character Label|GGACR|Millia Rage|24px}}
| Light || Yes || Delay 6P > 5H/2H || Yes || Yes, slight delay || No || Yes, very slight mash || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Order-Sol|24px}}
| Heavy || Yes || Yes || Yes || Yes, slight delay || Yes || No || Yes || Yes, slight mash || Tends to cross over<br> on SW ▷ c.S confirms
|-
! {{Character Label|GGACR|Potemkin|24px}}
| V.Heavy || Yes || Yes || Yes || Yes, slight delay || Yes || No || Add 2H || Yes || Prone to reverse SW.<br>Easily j.D > SW looped.
|-
! {{Character Label|GGACR|Robo-Ky|24px}}
| V.Heavy || Normal SVV only || Yes || Yes || Yes, very slight delay || Yes || No || Add 2H || Yes, mashless || -
|-
! {{Character Label|GGACR|Slayer|24px}}
| Mid || Yes || Yes || No || Yes, slight delay || Yes || No || Yes || No || -
|-
! {{Character Label|GGACR|Sol Badguy|24px}}
| Mid || Yes || Yes || Yes || Yes, slight delay || Yes || No || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Testament|24px}}
| Mid || Yes || Yes || Yes || Yes, delay || Yes || No || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Venom|24px}}
| Mid || Yes || Yes || No || Yes, delay || Yes || No || Yes || Yes<sup>2</sup> || Venom is thin, can fall<br> out of common SW conversions.
|-
! {{Character Label|GGACR|Zappa|24px}}
| Mid || Yes || Yes || Yes || Yes, delay || No || No || Yes || Yes, slight mash || -
|}


:'''*''': to be verified
...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.
:'''<sup>1</sup>''': does not work point blank. Can work from a bit outside the corner.
:'''<sup>2</sup>''': does not work point blank. Needs a few normals beforehand or can work from a bit outside the corner.
:'''<sup>3</sup>''': max mashless GV range to CL. Slight mash gives better position whilst still retaining CL.


==Combo List==
==Combo List==
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*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
*entries listed in <span style="color:DarkKhaki">yellow<span style="color:Black"> are optional or situational
*entries listed in <span style="color:DarkKhaki">yellow<span style="color:Black"> are optional or situational
=== Introduction ===
Sol combos provide a gentle learning curve which extends into the stratosphere at the advanced level. At the fundamental level, universal knockdown combos can effectively start offense. This allows you to execute and practice oki, mixups, blockstring pressure, frame traps and tick throws. The combo fundamentals are easy, but the ability to improvise and convert awkward stray hits into knockdowns is a useful skill at every level of play. At the advanced level, combos get very character specific and require extensive practice. However, consistent knockdowns, solid offense, good neutral and defensive play will go a long way.
Therefore, in terms of improvement, it is useful to develop the ability to improvise and complete combos into knockdown consistently. Overfocusing on optimal combos instead is less useful because they tend to be more situational and character specific.


=== Standard Combos ===
=== 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.
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.


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|+ Basic Combos
|+ Basic Combos
|-
|-
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|| ??  
|| ??  
|| all
|| all
|| {{clr|1|Very Easy}}
|| {{ComboDifficulty|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  
|| 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  
|| [https://youtu.be/jOSf1hE54Hg Link]  
|| [https://youtu.be/jOSf1hE54Hg Link]  
Line 159: Line 71:
|| ??  
|| ??  
|| AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA  
|| AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA  
|| {{clr|1|Very Easy}}  
|| {{ComboDifficulty|Very Easy}}  
|| A little stricter than above. {{clr|2|5K}} or {{clr|3|c.S}} will combo to {{clr|1|6P}}. Requires dash momentum:<br> AB, CH, ED, IN, JA, JO, MI, PO, VE  
|| A little stricter than above. {{clr|2|5K}} or {{clr|3|c.S}} will combo to {{clr|1|6P}}. Requires dash momentum:<br> AB, CH, ED, IN, JA, JO, MI, PO, VE  
|| [https://youtu.be/O0ZKmBS-9Ik Link]
|| [https://youtu.be/O0ZKmBS-9Ik Link]
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|| ??  
|| ??  
|| all  
|| all  
|| {{clr|1|Very Easy}}  
|| {{ComboDifficulty|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!
|| Confirmation for when you're too far away to score a knockdown. Be careful of fast mashers who recover from stagger before Fafnir recovers!
|| [https://youtu.be/xlH7gTKk9m4 Link]
|| [https://youtu.be/xlH7gTKk9m4 Link]
Line 177: Line 89:
|| -25  
|| -25  
|| all  
|| all  
|| {{clr|1|Very Easy}}  
|| {{ComboDifficulty|Very Easy}}  
|| 25 meter conversion. FB Fafnir will knock down. TR will sacrifice knockdown for damage (FB Fafnir will whiff at max range {{clr|4|5H}} on crouching hit against TBD characters)
|| 25 meter conversion. FB Fafnir will knock down. TR will sacrifice knockdown for damage (FB Fafnir will whiff at max range {{clr|4|5H}} on crouching hit against TBD characters)
|| [https://youtu.be/ybXTRL20ri8 Link]
|| [https://youtu.be/ybXTRL20ri8 Link]
Line 186: Line 98:
|| ??  
|| ??  
|| all  
|| all  
|| {{clr|1|Very Easy}}  
|| {{ComboDifficulty|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.
|| 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.
|| [https://youtu.be/Kz4vvYPLIEY Link]
|| [https://youtu.be/Kz4vvYPLIEY Link]
Line 195: Line 107:
|| 22  
|| 22  
|| all  
|| all  
|| {{clr|1|Very Easy}}  
|| {{ComboDifficulty|Very Easy}}  
|| Universal Wild Throw Combo. Scores a knockdown.  
|| Universal Wild Throw Combo. Scores a knockdown.  
|| [https://youtu.be/1j_NaaUJ2r8 Link]
|| [https://youtu.be/1j_NaaUJ2r8 Link]
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|| ??  
|| ??  
|| all  
|| all  
|| {{clr|1|Very Easy}}  
|| {{ComboDifficulty|Very Easy}}  
|| Basic air-to-air conversion for knockdown. Scoring the KD from {{clr|3|j.623S}} is much easier than from {{clr|4|j.623H}}.
|| Basic air-to-air conversion for knockdown. Scoring the KD from {{clr|3|j.623S}} is much easier than from {{clr|4|j.623H}}.
|| [https://youtu.be/LJ0Cgt6SGrw Link]
|| [https://youtu.be/LJ0Cgt6SGrw Link]
Line 213: Line 125:
|| ??  
|| ??  
|| all  
|| all  
|| {{clr|2|Easy}}  
|| {{ComboDifficulty|Easy}}  
|| Extended air-to-air conversion for knockdown. {{clr|3|j.S}} is not recommended here as it hits too low for reliable air-to-air conversions  
|| Extended air-to-air conversion for knockdown. {{clr|3|j.S}} is not recommended here as it hits too low for reliable air-to-air conversions  
|| [https://youtu.be/hCfUcFMSBpI Link]
|| [https://youtu.be/hCfUcFMSBpI Link]
Line 234: Line 146:


If they end up too high for SVV > KD to hit, adjust the last part of the combo to juggle them lower before SVV.
If they end up too high for SVV > KD to hit, adjust the last part of the combo to juggle them lower before SVV.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|+ Dustloop Combos
|+ Dustloop Combos
|-
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
|  {{clr|2|5K(1)}}/{{clr|3|c.S}} > {{clr|1|6P}}, (delay) {{clr|4|5H}} > {{clr|5|j.D}}, {{clr|5|j.D}} ▷ {{clr|5|j.D}}, {{clr|5|j.D}} ▷ dash {{clr|3|j.S}} > {{clr|5|j.D}} > d{{clr|3|j.S}} > {{clr|5|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  || {{clr|3|Medium}} || Scores knockdown || [https://youtu.be/U8yKWdf5nQQ Link] <br> [https://youtu.be/QkabCKXjiqA SW ver.]
|  {{clr|2|5K(1)}}/{{clr|3|c.S}} > {{clr|1|6P}}, (delay) {{clr|4|5H}} > {{clr|5|j.D}}, {{clr|5|j.D}} ▷ {{clr|5|j.D}}, {{clr|5|j.D}} ▷ dash {{clr|3|j.S}} > {{clr|5|j.D}} > d{{clr|3|j.S}} > {{clr|5|j.D}} > SVV > KD || corner || ~230(c.s) || ?? || AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, HOS, TE, VE, ZA  || {{ComboDifficulty|Medium}} || Scores knockdown || [https://youtu.be/U8yKWdf5nQQ Link] <br> [https://youtu.be/QkabCKXjiqA SW ver.]
|-
|-
|  WT > dash {{clr|5|j.D}}, {{clr|5|j.D}} ▷ dash {{clr|5|j.D}}, {{clr|5|j.D}} ▷ dash {{clr|3|j.S}} > {{clr|5|j.D}} > d{{clr|3|j.S}} > {{clr|5|j.D}} > SVV > KD || corner || ~140 || ?? || AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, HOS, VE, ZA  || {{clr|3|Medium}} || Scores knockdown ||
|  WT > dash {{clr|5|j.D}}, {{clr|5|j.D}} ▷ dash {{clr|5|j.D}}, {{clr|5|j.D}} ▷ dash {{clr|3|j.S}} > {{clr|5|j.D}} > d{{clr|3|j.S}} > {{clr|5|j.D}} > SVV > KD || corner || ~140 || ?? || AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, HOS, TE, VE, ZA  || {{ComboDifficulty|Medium}} || Scores knockdown ||
|-
|  {{clr|2|5K(1)}}/{{clr|3|c.S}} > {{clr|1|6P}}, (delay) {{clr|4|5H}} > {{clr|5|j.D}}, {{clr|5|j.D}} {{clr|2|j.236K}} > dl.{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|1|236P}} > {{clr|4|j.H}}/{{clr|5|j.D}} > SVV > KD || corner || ~230(c.s) || ?? || Super lightweights  || {{ComboDifficulty|Medium}} || Scores knockdown ||  
|}
|}


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Sidewinder loop examples:
Sidewinder loop examples:


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|+ Sidewinder Combos
|+ Sidewinder Combos
|-
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
|  {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|5|2D}} > BR(1) RC > SW ▷ [{{clr|3|j.S}} > SW]*2 > BR || Anywhere || 204 || -50% || All except PO, RO || {{clr|3|Medium}} || Basic BR RC SW loop combo. Scores knockdown. || [https://youtu.be/Z90j76b6Ev0 Link]
|  {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|5|2D}} > BR(1) RC > SW ▷ [{{clr|3|j.S}} > SW]*2 > BR || Anywhere || 204 || -50% || All except PO, RO || {{ComboDifficulty|Medium}} || Basic BR RC SW loop combo. Scores knockdown. || [https://youtu.be/Z90j76b6Ev0 Link]
|-
|-
|  WT > delay {{clr|3|j.S}} > SW ▷ [{{clr|3|j.S}} > SW]*2 > BR || Anywhere || 145 || +30%~ || All || {{clr|2|Easy}} || Basic WT SW loop combo. Scores knockdown. || [https://youtu.be/xPOsqD6oW2c Link]
|  WT > delay {{clr|3|j.S}} > SW ▷ [{{clr|3|j.S}} > SW]*2 > BR || Anywhere || 145 || +30%~ || All || {{ComboDifficulty|Easy}} || Basic WT SW loop combo. Scores knockdown. || [https://youtu.be/xPOsqD6oW2c Link]
|-
|-
|  Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > {{clr|5|j.D}} > delay SW ▷ [{{clr|3|j.S}} > SW]*3 > BR || Corner || 253 || +30%~ || TBD || {{clr|3|Medium}} || Basic corner SW loop combo. Scores knockdown. || [https://youtu.be/aJzxPgFfDEI Link]
|  Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > {{clr|5|j.D}} > delay SW ▷ [{{clr|3|j.S}} > SW]*3 > BR || Corner || 253 || +30%~ || TBD || {{ComboDifficulty|Medium}} || Basic corner SW loop combo. Scores knockdown. || [https://youtu.be/aJzxPgFfDEI Link]
|-
|-
|  Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}}, {{clr|4|5H}} > {{clr|5|j.D}}, SW ▷ Dash under {{clr|4|2H}} > 9{{clr|3|j.S}} > SW ▷ {{clr|3|c.S}}/{{clr|4|2H}} > BR || Corner || TBD || ?? || TBD(Standard) || {{clr|3|Medium}} || Knocks down back into the starting corner || -
|  Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}}, {{clr|4|5H}} > {{clr|5|j.D}}, SW ▷ Dash under {{clr|4|2H}} > 9{{clr|3|j.S}} > SW ▷ {{clr|3|c.S}}/{{clr|4|2H}} > BR || Corner || TBD || ?? || TBD(Standard) || {{ComboDifficulty|Medium}} || Knocks down back into the starting corner || -
|-
|-
|  Airdash {{clr|3|j.S}}, {{clr|4|j.H}} ▷ ({{clr|2|5K}}) {{clr|1|6P}}, {{clr|4|5H}} > {{clr|5|j.D}}, SW ▷ dash under {{clr|3|c.S}} > {{clr|4|2H}}, tk9.SW ▷ {{clr|3|c.S}} > BR || Midscreen || ~200(c.s) || ?? || TBD  || {{clr|3|Medium}} || Knocks down back into the starting corner || -
|  Airdash {{clr|3|j.S}}, {{clr|4|j.H}} ▷ ({{clr|2|5K}}) {{clr|1|6P}}, {{clr|4|5H}} > {{clr|5|j.D}}, SW ▷ dash under {{clr|3|c.S}} > {{clr|4|2H}}, tk9.SW ▷ {{clr|3|c.S}} > BR || Midscreen || ~200(c.s) || ?? || TBD  || {{ComboDifficulty|Medium}} || Knocks down back into the starting corner || -
|-
|-
|  {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > BR(1) RC > SW ▷ walk {{clr|4|2H}} > {{clr|3|j.S}} > SW ▷ {{clr|4|2H}} tk.8 SW ▷ {{clr|4|2H}} > BR || midscreen/cornered || -- || ??-50 || TBD(standard) || {{clr|3|Medium}} || Scores knockdown || [https://youtu.be/3Y4PoVWbis4 Link]
|  {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > BR(1) RC > SW ▷ walk {{clr|4|2H}} > {{clr|3|j.S}} > SW ▷ {{clr|4|2H}} tk.8 SW ▷ {{clr|4|2H}} > BR || midscreen/cornered || -- || ??-50 || TBD(standard) || {{ComboDifficulty|Medium}} || Scores knockdown || [https://youtu.be/3Y4PoVWbis4 Link]
|-
|-
|  {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > BR(1) RC > SW ▷ [9 > SW] * 2 ▷ dash {{clr|3|j.S}} > {{clr|5|j.D}} > d{{clr|3|j.S}} > {{clr|3|j.S}}VV > KD || midscreen/cornered || -- || ??-50 || TBD(lightweight) || {{clr|4|Hard}} || Scores knockdown || [https://youtu.be/WyPXyFPlBpA Link]
|  {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > BR(1) RC > SW ▷ [9 > SW] * 2 ▷ dash {{clr|3|j.S}} > {{clr|5|j.D}} > d{{clr|3|j.S}} > {{clr|3|j.S}}VV > KD || midscreen/cornered || -- || ??-50 || TBD(lightweight) || {{ComboDifficulty|Hard}} || Scores knockdown || [https://youtu.be/WyPXyFPlBpA Link]
|-
|-
| {{clr|5|5D}} > SW ▷ (walk forward) > ({{clr|3|c.S}}) > {{clr|4|2H}} > {{clr|3|j.S}} > SW > (walk back) > {{clr|4|2H}} > {{clr|3|j.S}} > SW > n{{clr|3|j.S}} > SW > BR || any || 168 || ?? || all || {{clr|2|Easy}} || Universal Impossible Dust Combo. Scores a knockdown.<br> Must use {{clr|3|c.S}} on PO, RO || [https://youtu.be/GHhS_69sHLc Link]
| {{clr|5|5D}} > SW ▷ (walk forward) > ({{clr|3|c.S}}) > {{clr|4|2H}} > {{clr|3|j.S}} > SW > (walk back) > {{clr|4|2H}} > {{clr|3|j.S}} > SW > n{{clr|3|j.S}} > SW > BR || any || 168 || ?? || all || {{ComboDifficulty|Easy}} || Universal Impossible Dust Combo. Scores a knockdown.<br> Must use {{clr|3|c.S}} on PO, RO || [https://youtu.be/GHhS_69sHLc Link]
|-
|-
| WT > 9{{clr|3|j S}} SW ▷ (dash) {{clr|4|2H}} {{clr|3|j.S}} SW ▷ 8{{clr|3|j S}} SW ▷ BR  || Midscreen || -- || ?? || TBD(Standard) || {{clr|3|Medium}} || - || [https://youtu.be/4bhnuDsBI0Y Link]
| WT > 9{{clr|3|j S}} SW ▷ (dash) {{clr|4|2H}} {{clr|3|j.S}} SW ▷ 8{{clr|3|j S}} SW ▷ BR  || Midscreen || -- || ?? || TBD(Standard) || {{ComboDifficulty|Medium}} || - || [https://youtu.be/4bhnuDsBI0Y Link]
|-
|-
| WT > dash {{clr|4|5H}} > tk.8 SW ▷ {{clr|4|5H}} 9j. SW ▷ 8{{clr|3|j S}} SW ▷ BR  || Midscreen || -- || ?? || TBD (Lightweights) || {{clr|4|Hard}} || - || [https://youtu.be/znDqNhBKg-4 Link]
| WT > dash {{clr|4|5H}} > tk.8 SW ▷ {{clr|4|5H}} 9j. SW ▷ 8{{clr|3|j S}} SW ▷ BR  || Midscreen || -- || ?? || TBD (Lightweights) || {{ComboDifficulty|Hard}} || - || [https://youtu.be/znDqNhBKg-4 Link]
|-
|-
|  WT > dash {{clr|5|j.D}} ▷ SW ▷ 9{{clr|3|j.S}} > SW ▷ dash {{clr|4|2H}} ▷ BR || Midscreen || 133 || +25%~ || TBD  || {{clr|3|Medium}} || Scores knockdown || [https://youtu.be/IKnKAa4OctY Link]
|  WT > dash {{clr|5|j.D}} ▷ SW ▷ 9{{clr|3|j.S}} > SW ▷ dash {{clr|4|2H}} ▷ BR || Midscreen || 133 || +25%~ || TBD  || {{ComboDifficulty|Medium}} || Scores knockdown || [https://youtu.be/IKnKAa4OctY Link]
|-
|-
|  WT > IAD {{clr|3|j.S}} SW ▷ 9j. delay SW ▷ 9j. delay SW ▷ dash 9{{clr|3|j.S}} or {{clr|5|j.D}} > SVV > KD || Corner || -- || +25%~ || TBD (Lightweights)  || {{clr|4|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. ||[https://youtu.be/jogzOuqDW8Mv Link]
|  WT > IAD {{clr|3|j.S}} SW ▷ 9j. delay SW ▷ 9j. delay SW ▷ dash 9{{clr|3|j.S}} or {{clr|5|j.D}} > SVV > KD || Corner || -- || +25%~ || TBD (Lightweights)  || {{ComboDifficulty|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. ||[https://youtu.be/jogzOuqDW8Mv Link]
|-
|-
|  WT > delay {{clr|3|j.S}} > SW ▷ 9j. delay SW ▷ 8j. delay SW ▷ 8{{clr|3|j.S}} > SW > BR || Midscreen || -- || -- || TBD (Lightweights) || {{clr|4|Hard}} || Scores knockdown || -
|  WT > delay {{clr|3|j.S}} > SW ▷ 9j. delay SW ▷ 8j. delay SW ▷ 8{{clr|3|j.S}} > SW > BR || Midscreen || -- || -- || TBD (Lightweights) || {{ComboDifficulty|Hard}} || Scores knockdown || -
|-
|-
|  WT > IAD {{clr|3|j.S}} SW ▷ 8j. delay SW ▷ 8{{clr|3|j.S}} > SW ▷ 9{{clr|3|j.S}} > SW ▷ 8{{clr|3|j.S}} > SW > BR || Midscreen || -- || -- || TBD (Standard) || {{clr|4|Hard}} || Scores knockdown || -
|  WT > IAD {{clr|3|j.S}} SW ▷ 8j. delay SW ▷ 8{{clr|3|j.S}} > SW ▷ 9{{clr|3|j.S}} > SW ▷ 8{{clr|3|j.S}} > SW > BR || Midscreen || -- || -- || TBD (Standard) || {{ComboDifficulty|Hard}} || Scores knockdown || -
|-
|-
| WT > IAD {{clr|3|j.S}} SW ▷ 9j. delay SW ▷ 9{{clr|3|j.S}} > SW ▷ 8{{clr|3|j.S}} > SW ▷ 9{{clr|3|j.S}} > SW ▷ 8{{clr|3|j.S}} > SW ▷  BR || Corner || 195-200~ || -- || TBD (Standard) || {{clr|4|Hard}} || Scores knockdown, Corner to Corner || [https://streamable.com/yv8r68 Link]
| WT > IAD {{clr|3|j.S}} SW ▷ 9j. delay SW ▷ 9{{clr|3|j.S}} > SW ▷ 8{{clr|3|j.S}} > SW ▷ 9{{clr|3|j.S}} > SW ▷ 8{{clr|3|j.S}} > SW ▷  BR || Corner || 195-200~ || -- || TBD (Standard) || {{ComboDifficulty|Hard}} || Scores knockdown, Corner to Corner || [https://streamable.com/yv8r68 Link]
|}
|}


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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.
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.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|+ Grounded GV Confirms
|+ Grounded GV Confirms
|-
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| ({{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|3|2S}}) > {{clr|4|2H}}/{{clr|4|5H}} > Slightly less than full-full mash GV > {{clr|3|j.S}} Sidewinder x3 > Bandit Revolver || Midscreen || 200~ || ?? || Everyone || {{clr|3|Medium}} || Universal GV confirm || [https://youtu.be/B-N6XKcyKcA?t=476 Link]
| ({{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|3|2S}}) > {{clr|4|2H}}/{{clr|4|5H}} > Slightly less than full-full mash GV > {{clr|3|j.S}} Sidewinder x3 > Bandit Revolver || Midscreen || 200~ || ?? || Everyone || {{ComboDifficulty|Medium}} || Universal GV confirm || [https://youtu.be/B-N6XKcyKcA?t=476 Link]
|-
|-
| ({{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|3|2S}}) > {{clr|4|2H}}/{{clr|4|5H}} > Slightly less than full-full mash GV > dash {{clr|5|j.D}} delay Sidewinder > Dash {{clr|4|2H}} {{clr|3|j.S}} Sidewinder >  {{clr|4|2H}} Bandit Revolver  || Corner || 200~ || ?? || Everyone || {{clr|3|Medium}} || Midscreen Knockdown || [https://www.youtube.com/watch?v=B-N6XKcyKcA&t=465s Link]
| ({{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|3|2S}}) > {{clr|4|2H}}/{{clr|4|5H}} > Slightly less than full-full mash GV > dash {{clr|5|j.D}} delay Sidewinder > Dash {{clr|4|2H}} {{clr|3|j.S}} Sidewinder >  {{clr|4|2H}} Bandit Revolver  || Corner || 200~ || ?? || Everyone || {{ComboDifficulty|Medium}} || Midscreen Knockdown || [https://www.youtube.com/watch?v=B-N6XKcyKcA&t=465s Link]
|-
|-
| CH {{clr|5|2D}} > Slight-No mash GV > dash {{clr|5|j.D}} Sidewinder > Dash {{clr|4|2h}} {{clr|3|j.S}} Sidewinder > dash {{clr|4|2H}} TK Sidewinder > {{clr|4|2H}} Bandit Revolver  || Midscreen/Corner || 200~ || ?? ||Mid-Heavyweights|| {{clr|3|Medium}} || TK SW must be inputted as 2368 || [https://youtu.be/B-N6XKcyKcA?t=487 Link]
| CH {{clr|5|2D}} > Slight-No mash GV > dash {{clr|5|j.D}} Sidewinder > Dash {{clr|4|2h}} {{clr|3|j.S}} Sidewinder > dash {{clr|4|2H}} TK Sidewinder > {{clr|4|2H}} Bandit Revolver  || Midscreen/Corner || 200~ || ?? ||Mid-Heavyweights|| {{ComboDifficulty|Medium}} || TK SW must be inputted as 2368 || [https://youtu.be/B-N6XKcyKcA?t=487 Link]
|-
|-
| xx > {{clr|5|2D}} > Slight-No mash GV > Dash {{clr|5|j.D}} jc delay Sidewinder > 8 Sidewinder > dash {{clr|3|j.S}} SVV KD  || Cornered-Midscreen || 200~ || ?? || BR, JA, KL, MI || {{clr|5|Very Hard}} || No Mash GV on BR/JA, Slight mash on KL/MI || [https://youtu.be/B-N6XKcyKcA?t=506 Link]
| xx > {{clr|5|2D}} > Slight-No mash GV > Dash {{clr|5|j.D}} jc delay Sidewinder > 8 Sidewinder > dash {{clr|3|j.S}} SVV KD  || Cornered-Midscreen || 200~ || ?? || BR, JA, KL, MI || {{ComboDifficulty|Very Hard}} || No Mash GV on BR/JA, Slight mash on KL/MI || [https://youtu.be/B-N6XKcyKcA?t=506 Link]
|-
|-
| ({{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|3|2S}}) > {{clr|4|2H}}/{{clr|4|5H}} > CL GV > 9 dl {{clr|5|j.D}} > dl CL SW > 7 {{clr|3|j.S}} > CL SW > dash {{clr|4|2H}} > {{clr|3|j.S}} > {{clr|2|j.K}} > CL SW > 8{{clr|3|j.S}} > {{clr|2|j.K}} > CL SW > BR > ({{clr|2|2K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > Gunflame FRC/Gunflame Feint) || Midscreen/Corner || 240-270~ || ?? || ?? (Mids) || {{clr|4|Hard}} || the otgs at the end are untechable but optional, you can go for normal oki if you want but they're free damage. || [https://youtu.be/WKPKhwcWNBc Link]  
| ({{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|3|2S}}) > {{clr|4|2H}}/{{clr|4|5H}} > CL GV > 9 dl {{clr|5|j.D}} > dl CL SW > 7 {{clr|3|j.S}} > CL SW > dash {{clr|4|2H}} > {{clr|3|j.S}} > {{clr|2|j.K}} > CL SW > 8{{clr|3|j.S}} > {{clr|2|j.K}} > CL SW > BR > ({{clr|2|2K}} > {{clr|3|c.S}} > {{clr|3|f.S}} > Gunflame FRC/Gunflame Feint) || Midscreen/Corner || 240-270~ || ?? || ?? (Mids) || {{ComboDifficulty|Hard}} || the otgs at the end are untechable but optional, you can go for normal oki if you want but they're free damage. || [https://youtu.be/WKPKhwcWNBc Link]  
|}
|}


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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.
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.
Wild Throw is your best bet for damage, but is of course a bit slower than regular throw.
  NOTE: Corner throw > {{clr|2|5K}}(1) will not work on AX, DI, ED, FA, JO, JU, KL, VE
  NOTE: Corner throw > {{clr|2|5K}}(1) will not work on AX, DI, ED, FA, JO, JU, VE
   
   
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|+ Throw Combos
|+ Throw Combos
|-
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
|  Throw > {{clr|2|5K}}(1) > {{clr|1|6P}} > {{clr|4|5H}}/{{clr|4|2H}} ><br>[{{clr|3|j.S}}/H 2 SW corner knockdown] || corner || 151 || ?? || AB, CH, JA, KY, MI,<br> OR, RO, SO, TE, ZA || {{clr|3|Medium}} ||  {{clr|4|j.H}}(1) required on:<br> AN, BA, BR, IN, MA) || [https://youtu.be/wYdiJCdav8Q Link]
|  Throw > {{clr|2|5K}}(1) > {{clr|1|6P}} > {{clr|4|5H}}/{{clr|4|2H}} ><br>[{{clr|3|j.S}}/H 2 SW corner knockdown] || corner || 151 || ?? || AB, CH, JA, KY, MI,<br> OR, RO, SO, TE, ZA || {{ComboDifficulty|Medium}} ||  {{clr|4|j.H}}(1) required on:<br> AN, BA, BR, IN, MA) || [https://youtu.be/wYdiJCdav8Q Link]
|-
|-
| Throw > {{clr|2|5K}}(1) > {{clr|3|c.S}} ><br>[3 {{clr|5|j.D}} 2 SW corner knockdown] || corner || 160 || ?? || AB, AN, CH, OR, PO, SO, TE, ZA || {{clr|3|Medium}} || || [https://youtu.be/0G1n4FHGK9I Link]
| Throw > {{clr|2|5K}}(1) > {{clr|3|c.S}} ><br>[3 {{clr|5|j.D}} 2 SW corner knockdown] || corner || 160 || ?? || AB, AN, CH, OR, PO, SO, TE, ZA || {{ComboDifficulty|Medium}} || || [https://youtu.be/0G1n4FHGK9I Link]
|-
|-
| Throw > {{clr|2|5K}}(1) > {{clr|3|c.S}} ><br>[2 {{clr|5|j.D}} 2 SW corner knockdown] || corner || 188 || ?? || IN, MI || {{clr|3|Medium}} || - || -
| Throw > {{clr|2|5K}}(1) > {{clr|3|c.S}} ><br>[2 {{clr|5|j.D}} 2 SW corner knockdown] || corner || 188 || ?? || IN, MI || {{ComboDifficulty|Medium}} || - || -
|-
|-
| Throw > {{clr|2|5K}}(1) > {{clr|3|c.S}} ><br>[2-4 Rep BR Loop corner knockdown] || corner || ~130 || ++ || TBD || {{clr|3|Medium}} || Meter gain variation  || -
| Throw > {{clr|2|5K}}(1) > {{clr|3|c.S}} ><br>[2-4 Rep BR Loop corner knockdown] || corner || ~130 || ++ || TBD || {{ComboDifficulty|Medium}} || Meter gain variation  || -
|-
|-
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|2H}}/{{clr|4|5H}} ><br>[4 {{clr|5|j.D}} VV corner knockdown] || midscreen || 131 || ?? || TBD || {{clr|3|Medium}} || Mid/Heavy weights, leads to corner knockdown.  || -
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|2H}}/{{clr|4|5H}} ><br>[4 {{clr|5|j.D}} VV corner knockdown] || midscreen || 131 || ?? || TBD || {{ComboDifficulty|Medium}} || Mid/Heavy weights, leads to corner knockdown.  || -
|-
|-
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[3 {{clr|5|j.D}} 2 SW corner knockdown] || midscreen || 145 || ?? || AB, AN, AX, CH, SL, TE || {{clr|3|Medium}} || Must start {{clr|3|c.S}} on FA.<br> Must start {{clr|2|5K}} on OR, SO, VE, ZA. || -
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[3 {{clr|5|j.D}} 2 SW corner knockdown] || midscreen || 145 || ?? || AB, AN, AX, CH, SL, TE || {{ComboDifficulty|Medium}} || Must start {{clr|3|c.S}} on FA.<br> Must start {{clr|2|5K}} on OR, SO, VE, ZA. || -
|-
|-
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[2 {{clr|5|j.D}} 2 SW corner knockdown] || midscreen || 162 || ?? || DI, IN, JU, MI || {{clr|3|Medium}} || Must start with {{clr|2|5K}} on DI. || -
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[2 {{clr|5|j.D}} 2 SW corner knockdown] || midscreen || 162 || ?? || DI, IN, JU, MI || {{ComboDifficulty|Medium}} || Must start with {{clr|2|5K}} on DI. || -
|-
|-
| Air Throw > dash {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[1 {{clr|5|j.D}} 2 SW corner knockdown] || midscreen || 155 || ?? || BR, JA, MA || {{clr|3|Medium}} || Must start with {{clr|2|5K}} on BA. || -
| Air Throw > dash {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[1 {{clr|5|j.D}} 2 SW corner knockdown] || midscreen || 155 || ?? || BR, JA, MA || {{ComboDifficulty|Medium}} || Must start with {{clr|2|5K}} on BA. || -
|-
|-
| Air throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[2 {{clr|5|j.D}} BR loop corner knockdown] || midscreen || 136 || ?? || BA, BR, JA, KL, MA || {{clr|3|Medium}} ||  For light weights (and medium weights which the normal combos won't work). Must start {{clr|2|5K}} and only use 1 tk.BR on ED, KY. || -
| Air throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[2 {{clr|5|j.D}} BR loop corner knockdown] || midscreen || 136 || ?? || BA, BR, JA, KL, MA || {{ComboDifficulty|Medium}} ||  For light weights (and medium weights which the normal combos won't work). Must start {{clr|2|5K}} and only use 1 tk.BR on ED, KY. || -
|-
|-
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[4 {{clr|5|j.D}} VV corner knockdown] || midscreen || 149 || ?? || all except JO, PO, RO || {{clr|3|Medium}} || - || -
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[4 {{clr|5|j.D}} VV corner knockdown] || midscreen || 149 || ?? || all except JO, PO, RO || {{ComboDifficulty|Medium}} || - || -
|-
|-
| Air throw > {{clr|2|5K}}(1) > {{clr|1|6P}} > {{clr|4|5H}} > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|5|j.D}} > j.BR > {{clr|2|5K}} > tk.BR > {{clr|2|5K}} > BR || midscreen || 121 || ?? || JO, PO, RO || {{clr|2|Easy}} || Heavyweight specific combo. || -
| Air throw > {{clr|2|5K}}(1) > {{clr|1|6P}} > {{clr|4|5H}} > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|5|j.D}} > j.BR > {{clr|2|5K}} > tk.BR > {{clr|2|5K}} > BR || midscreen || 121 || ?? || JO, PO, RO || {{ComboDifficulty|Easy}} || Heavyweight specific combo. || -
|}
|}


Line 373: Line 287:


===Misc Starters/Conversions===
===Misc Starters/Conversions===
Examples of various conversion points or means off of unusual situations. WIP
Examples of starters from various conversion points or means off of unusual situations.
<br> cr {{clr|4|2H}} > GF
<br> cr {{clr|4|2H}} > GF
<br> ch/FB Sidewinder
<br> ch/FB Sidewinder
Line 382: Line 296:
<br> {{clr|4|j.H}} links
<br> {{clr|4|j.H}} links
<br> IAD {{clr|1|j.P}}/{{clr|2|j.K}}
<br> IAD {{clr|1|j.P}}/{{clr|2|j.K}}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Misc Starters
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|  TBA || - || - || ?? || -  || - || - || -
|-
|}


===CH Combos===
===CH Combos===
Examples of various optimizations off of certain counter hits. WIP.
Examples of various optimizations off of certain counter hits.
<br>{{clr|1|6P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}, AA {{clr|4|6H}}, Riot Stomp, VV(1), {{clr|2|5K}}(1), {{clr|3|2S}}
<br>{{clr|1|6P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}, AA {{clr|4|6H}}, Riot Stomp, VV(1), {{clr|2|5K}}(1), {{clr|3|2S}}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|+ Misc Starters
|+ Misc Starters
|-
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
|  CH {{clr|1|6P}}, slight delay {{clr|1|236P}}, IAD {{clr|3|j.S}}/{{clr|4|j.H}}/{{clr|5|j.D}} > SW or Kire SW ▷ near corner SW Loop (2-4 reps) || midscreen || ~200 || ?? || all || {{clr|4|Hard}} - {{clr|5|Very Hard}} || Good midscreen CH confirm off of a fish or frametrap. Can pretty much always land them in the corner. ||  -
|  CH {{clr|1|6P}}, slight delay {{clr|1|236P}}, IAD {{clr|3|j.S}}/{{clr|4|j.H}}/{{clr|5|j.D}} > SW or Kire SW ▷ near corner SW Loop (2-4 reps) || midscreen || ~200 || ?? || all || {{ComboDifficulty|Hard}} - {{ComboDifficulty|Very Hard}} || Good midscreen CH confirm off of a fish or frametrap. Can pretty much always land them in the corner. ||  -
|-
|-
|  CH {{clr|1|6P}} > delay CL BB > IAD {{clr|3|j.S}}/{{clr|4|j.H}}(1/2) > SW ▷ SW Loop || midscreen/round start ||  || ?? || TBD || {{clr|3|Medium}} || Much harder to confirm than above due to wonky camera behavior ||  
|  CH {{clr|1|6P}} > delay CL BB > IAD {{clr|3|j.S}}/{{clr|4|j.H}}(1/2) > SW ▷ SW Loop || midscreen/round start ||  || ?? || TBD || {{ComboDifficulty|Medium}} || Much harder to confirm than above due to wonky camera behavior ||  
|-
|-
|  CH {{clr|4|5H}} (Standing Hit) > IAD {{clr|3|j.S}} > {{clr|5|j.D}} > SW Loop || anywhere, standing hit ||  || ?? || TBD || {{clr|3|Medium}} || Hard to confirm due to 5H's small active window || -
|  CH {{clr|4|5H}} (Standing Hit) > IAD {{clr|3|j.S}} > {{clr|5|j.D}} > SW Loop || anywhere, standing hit ||  || ?? || TBD || {{ComboDifficulty|Medium}} || Hard to confirm due to 5H's small active window || -
|-
|-
|  CH {{clr|4|5H}} (Standing Hit) > IAD {{clr|3|j.S}} > {{clr|4|j.H}} ▷ {{clr|4|2H}}/{{clr|4|5H}} > GV > SW Loop ||  ||  || ?? || TBD || {{clr|3|Medium}} || Opponent must be standing. Slightly easier to confirm than above but will result in lower damage || -
|  CH {{clr|4|5H}} (Standing Hit) > IAD {{clr|3|j.S}} > {{clr|4|j.H}} ▷ {{clr|4|2H}}/{{clr|4|5H}} > GV > SW Loop ||  ||  || ?? || TBD || {{ComboDifficulty|Medium}} || Opponent must be standing. Slightly easier to confirm than above but will result in lower damage || -
|-
|-
|  CH {{clr|4|5H}} (Crouching Hit) > BB ▷ dash {{clr|4|2H}}/{{clr|4|5H}} > {{clr|5|j.D}} > SW  || midscreen/round start ||  || ?? || TBD || {{clr|4|Hard}} || Requires crouching hit confirm. See Character specific table above, list to be added here later || -
|  CH {{clr|4|5H}} (Crouching Hit) > BB ▷ dash {{clr|4|2H}}/{{clr|4|5H}} > {{clr|5|j.D}} > SW  || midscreen/round start ||  || ?? || TBD || {{ComboDifficulty|Hard}} || Requires crouching hit confirm. See Character specific table above, list to be added here later || -
|-
|-
|  CH {{clr|4|5H}} (Crouching Hit) > BB ▷ dash {{clr|4|2H}}/{{clr|4|5H}} > {{clr|5|j.D}} > SW || near Corner ||  || ?? ||  || {{clr|4|Hard}} || ||  
|  CH {{clr|4|5H}} (Crouching Hit) > BB ▷ dash {{clr|4|2H}}/{{clr|4|5H}} > {{clr|5|j.D}} > SW || near Corner ||  || ?? ||  || {{ComboDifficulty|Hard}} || ||  
|-
|-
|  CH {{clr|4|2H}} > BB <span style="color:DarkKhaki">(whiff) ▷<span style="color:Black"> Dustloop or Sidewinder Loop ||  ||  || ?? ||  || {{clr|3|Medium}} || Built in burst bait. Bursting the BB before it even starts will often cause the burst to whiff. || -
|  CH {{clr|4|2H}} > BB <span style="color:DarkKhaki">(whiff) ▷<span style="color:Black"> Dustloop or Sidewinder Loop ||  ||  || ?? ||  || {{ComboDifficulty|Medium}} || Built in burst bait. Bursting the BB before it even starts will often cause the burst to whiff. || -
|-
|-
|  CH {{clr|4|2H}} > delay GF > IAD {{clr|3|j.S}}/{{clr|4|j.H}} SW > [] || any ||  || ?? ||  || {{clr|4|Hard}} || || -
|  CH {{clr|4|2H}} > delay GF > IAD {{clr|3|j.S}}/{{clr|4|j.H}} SW > [] || any ||  || ?? ||  || {{ComboDifficulty|Hard}} || || -
|-
|-
|  CH {{clr|5|2D}} > GV (No - short mash) > [] ||  ||  || ?? || TBD || {{clr|4|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 {{clr|5|2D}} > GV (Varying delay cancel, no - short mash) > [] ||  ||  || ?? || All || {{ComboDifficulty|Medium}} || 250 damage on average, meterless, and hit-confirmable off of one of your best buttons. After the GV CL, route into a sidewinder combo of your choice. The delay of the cancel and mash of GV changes character to character, see "Character Specifics" chart at the top of this page. || -
|-
|-
|  CH {{clr|5|2D}} > GF FRC > dash {{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder Loop || any ||  || ?? || all || {{clr|3|Medium}} || || -
|  CH {{clr|5|2D}} > GF FRC > dash {{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder Loop || any ||  || ?? || all || {{ComboDifficulty|Medium}} || || -
|-
|-
|  CH {{clr|5|2D}} > GF FRC > Empty Jump SW Loop ||  ||  || ?? ||  || {{clr|5|Very Hard}} || || -
|  CH {{clr|5|2D}} > GF FRC > Empty Jump SW Loop ||  ||  || ?? ||  || {{ComboDifficulty|Very Hard}} || || -
|-
|-
|  CH {{clr|5|2D}} > GF FRC > CLBB > Instant Air Dash {{clr|3|j.S}} > Sidewinder > SW Loop ||  ||  || ?? ||  || {{clr|3|Medium}} || || -
|  CH {{clr|5|2D}} > GF FRC > CLBB > Instant Air Dash {{clr|3|j.S}} > Sidewinder > SW Loop ||  ||  || ?? ||  || {{ComboDifficulty|Medium}} || || -
|-
|-
|  CH {{clr|5|2D}} > GF > Kire SW ▷ SW Loop || any ||  || ?? || all || {{clr|5|Very Hard}} || Extremely tight confirm for max damage || -
|  CH {{clr|5|2D}} > GF > Kire SW ▷ SW Loop || any ||  || ?? || all || {{ComboDifficulty|Very Hard}} || Extremely tight confirm for max damage || -
|-
|-
|  Air CH {{clr|4|6H}} > BB > Kire SW / IAD > SW ▷ SW Loop || any ||  || ?? || all || {{clr|4|Hard}} - {{clr|5|Very Hard}} || Hail Mary 6H Air counter hit confirm || -
|  Air CH {{clr|4|6H}} > BB > Kire SW / IAD > SW ▷ SW Loop || any ||  || ?? || all || {{ComboDifficulty|Hard}} - {{ComboDifficulty|Very Hard}} || Hail Mary 6H Air counter hit confirm || -
|-
|-
|  Air CH {{clr|4|6H}} > TBD ||  ||  || ?? ||  || {{clr|3|Medium}} || || -
|  Air CH {{clr|4|6H}} > TBD ||  ||  || ?? ||  || {{ComboDifficulty|Medium}} || || -
|-
|-
|  CH {{clr|2|214K}} > TBD ||  ||  || ?? ||  || {{clr|3|Medium}} || || -
|  CH {{clr|2|214K}} > TBD ||  ||  || ?? ||  || {{ComboDifficulty|Medium}} || || -
|-
|-
|  CH {{clr|3|2S}} > TBD ||  ||  || ?? ||  || {{clr|3|Medium}} || || -
|  CH {{clr|3|2S}} > TBD ||  ||  || ?? ||  || {{ComboDifficulty|Medium}} || || -
|-
|-
|  CH {{clr|5|j.D}} > TBD ||  ||  || ?? ||  || {{clr|3|Medium}} || || -
|  CH {{clr|5|j.D}} > TBD ||  ||  || ?? ||  || {{ComboDifficulty|Medium}} || || -
|-
|-
|  Air CH {{clr|2|5K}}(1) > TBD ||  ||  || ?? ||  || {{clr|3|Medium}} || || -
|  Air CH {{clr|2|5K}}(1) > TBD ||  ||  || ?? ||  || {{ComboDifficulty|Medium}} || || -
|-
|-
|  Air CH {{clr|3|623S}}(2)/{{clr|4|623H}}(2) > TBD ||  ||  || ?? ||  || {{clr|3|Medium}} || || -
|  Air CH {{clr|3|623S}}(2)/{{clr|4|623H}}(2) > TBD ||  ||  || ?? ||  || {{ComboDifficulty|Medium}} || || -
|}
|}


Line 462: Line 366:
===Metered Combos===
===Metered Combos===


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|+ Meter Conversions
|+ Meter Conversions
|-
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
|  xx > {{clr|5|2D}} > CL {{clr|5|41236D}} > [dash {{clr|1|6P}} > CL {{clr|5|41236D}}] * 1-2 > {{clr|5|64D}}  || corner || ~280 || -75-100 || any || {{clr|2|Easy}} || Easy big damage corner combo ||  
|  xx > {{clr|5|2D}} > CL {{clr|5|41236D}} > [dash {{clr|1|6P}} > CL {{clr|5|41236D}}] * 1-2 > {{clr|5|64D}}  || corner || ~280 || -75-100 || any || {{ComboDifficulty|Easy}} || Easy big damage corner combo ||  
|-
|-
|  xx > {{clr|5|2D}} > CL {{clr|5|41236D}} > dash {{clr|1|6P}} > {{clr|4|5H}}/{{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder Loop || corner || 250-300 || ?? || any || {{clr|3|Medium}} || Works on CH FB Fafnir ||
|  xx > {{clr|5|2D}} > CL {{clr|5|41236D}} > dash {{clr|1|6P}} > {{clr|4|5H}}/{{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder Loop || corner || 250-300 || ?? || any || {{ComboDifficulty|Medium}} || Works on CH FB Fafnir ||
|-
|-
|  ( (Dash) {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}}) > [{{clr|1|236P}} FRC > CL {{clr|2|236[K]}}] * 2-3 > whiff-{{clr|4|41236H}} > {{clr|5|64D}} || corner || ~350 || -100 || SO, KY, TE, AN, VE, OR (modifiers TBD)  || {{clr|4|Hard}} || Moderately difficult high damage/kill combo. Fafnir must whiff for full damage, otherwise the result will be reduced by around 30-40 damage || [https://www.youtube.com/watch?v=5fAAYVvp0-o link]
|  ( (Dash) {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}}) > [{{clr|1|236P}} FRC > CL {{clr|2|236[K]}}] * 2-3 > whiff-{{clr|4|41236H}} > {{clr|5|64D}} || corner || ~350 || -100 || SO, KY, TE, AN, VE, OR (modifiers TBD)  || {{ComboDifficulty|Hard}} || Moderately difficult high damage/kill combo. Fafnir must whiff for full damage, otherwise the result will be reduced by around 30-40 damage || [https://www.youtube.com/watch?v=5fAAYVvp0-o link]
|-
|-
|  ({{clr|3|f.S}}) > {{clr|4|5H}} > {{clr|4|41236H}} RC > GV > [1 {{clr|5|j.D}} Sidewinder Loop] || any || ~200 || ??-50 || any || {{clr|3|Medium}} || Universal Fafnir RC conversion ||  
|  ({{clr|3|f.S}}) > {{clr|4|5H}} > {{clr|4|41236H}} RC > GV > [1 {{clr|5|j.D}} Sidewinder Loop] || any || ~200 || ??-50 || any || {{ComboDifficulty|Medium}} || Universal Fafnir RC conversion ||  
|-
|-
|  ({{clr|3|f.S}}) > {{clr|4|5H}} > {{clr|4|41236H}} RC > {{clr|5|2D}} > No-Short Mash GV > empty jump {{clr|4|9j.236H}} ▷ dash under {{clr|2|5K}}(1) > {{clr|4|2H}} > tk.9 SW ▷ {{clr|3|c.S}} > BR || any || ~240 || ?? || BA, BR, JA, KL, MA, MI || {{clr|4|Hard}} || Strong midscreen conversion from Fafnir hit. <br> No mash: BR, JA. Very slight mash: KL, MI. Moderate mash: BA, MA ||  
|  ({{clr|3|f.S}}) > {{clr|4|5H}} > {{clr|4|41236H}} RC > {{clr|5|2D}} > No-Short Mash GV > empty jump {{clr|4|9j.236H}} ▷ dash under {{clr|2|5K}}(1) > {{clr|4|2H}} > tk.9 SW ▷ {{clr|3|c.S}} > BR || any || ~240 || ?? || BA, BR, JA, KL, MA, MI || {{ComboDifficulty|Hard}} || Strong midscreen conversion from Fafnir hit. <br> No mash: BR, JA. Very slight mash: KL, MI. Moderate mash: BA, MA ||  
|-
|-
|  xx > {{clr|5|2D}} > CL {{clr|5|41236D}} > CL GV > walk forward {{clr|5|j.D}} delay SW > 7 {{clr|3|j.S}} SW > dash {{clr|1|6P}} {{clr|4|41236H}} {{clr|5|46D}} || corner || ~250-300 || -35 || TBD || {{clr|3|Medium}} || Non lights require a very slight mash, lights are no mash.|| [https://www.youtube.com/watch?v=jw2bx3bqWA8 link]
|  xx > {{clr|5|2D}} > CL {{clr|5|41236D}} > CL GV > walk forward {{clr|5|j.D}} delay SW > 7 {{clr|3|j.S}} SW > dash {{clr|1|6P}} {{clr|4|41236H}} {{clr|5|46D}} || corner || ~250-300 || -35 || TBD || {{ComboDifficulty|Medium}} || Non lights require a very slight mash, lights are no mash.|| [https://www.youtube.com/watch?v=jw2bx3bqWA8 link]
|-
|-
|  combo ||  ||  || ?? ||  || ?? || ||  
|  combo ||  ||  || ?? ||  || ?? || ||  
Line 509: Line 413:


And then go for standard Bandit Revolver knockdown routes.
And then go for standard Bandit Revolver knockdown routes.
==='Midscreen'===
{{clr|2|5K}}/{{clr|2|2K}} > {{clr|3|c.S}} > {{clr|5|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.<br/>
{{clr|2|2K}} > {{clr|4|2H}} > {{clr|5|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.<br/>
xx > {{clr|4|5H}}/{{clr|4|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 {{clr|4|5H}}/{{clr|4|2H}} > GV. Not recommended when the opponent has a burst.<br/>
xx > {{clr|5|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.<br/>
{{clr|3|5S}} > {{clr|3|2S}} > {{clr|4|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.<br/>
{{clr|2|5K}}/{{clr|2|2K}} > {{clr|3|c.S}} > TK BR |> {{clr|2|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) {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > HJIAD {{clr|1|j.P}} > {{clr|4|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) {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > HJIAD {{clr|2|j.K}} > {{clr|5|j.D}} > j.BR |> {{clr|2|5K}} > BR/{{clr|1|j.P}} > {{clr|2|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.
{{clr|5|5D}} > {{clr|5|j.D}}(x2) > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > d{{clr|3|j.S}} > {{clr|5|j.D}} > Volcanic Viper
*Straightforward dust combo that does reasonable damage and knockdown from anywhere.<br/>
[ID] {{clr|5|5D}} > {{clr|5|j.D}} > d{{clr|5|j.D}} |> dash {{clr|4|2H}} > ({{clr|5|j.D}}, {{clr|5|j.D}} |>) {{clr|3|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.<br/>
==='25% Tension, Midscreen'===
{{clr|2|5K}} > {{clr|3|5S}} > {{clr|2|2369K}} FRC > {{clr|3|j.S}} > SW Loop
*Similar to the meterless conversion into BR loop, but leads to much better damage.
xx > {{clr|1|6P}} > {{clr|3|c.S}}/{{clr|4|2H}} > {{clr|3|j.S}} > FB SW > SW Loop
*A fairly easy conversion into damage, generally only works with one, possibly two normals before the {{clr|1|6P}}. Some characters with thinner hurtboxes will require only one.
Airdash {{clr|3|j.S}} |> {{clr|3|c.S}} > ({{clr|3|f.S}}) > {{clr|4|5H}} > Fafnir > Tyrant Rave
*Conversion after landing some airdash pressure
Airdash j.s  > {{clr|5|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 {{clr|5|2D}}.
Gun-Flame FRC > dash ({{clr|2|5K}}/c.s) {{clr|4|2H}} > {{clr|3|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 {{clr|3|j.S}} > Sidewinder Loop
*Requires that you expect the GF to hit. Leads to some bigger damage midscreen than most options.
==='50% Tension'===
xx > {{clr|5|2D}} > Bandit Revolver(1) RC > Sidewinder Loop
xx > {{clr|5|2D}} > Bandit Revolver(1) RC > {{clr|3|j.S}} > {{clr|5|j.D}}/{{clr|4|j.H}}(weight dependant) > SW Loop
xx > {{clr|5|2D}} > Tyrant Rave ver.Beta
Volcanic Viper(1) RC > {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|2H}} > SW Loop
Volcanic Viper RC > Sidewinder > SW Loop
Sidewinder Loop > Tyrant Rave ver.Beta
Sidewinder Loop > {{clr|3|c.S}}/{{clr|4|2H}} > FB Fafnir [whiff] > Tyrant Rave
==='Corner'===
{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|2|5K}}/{{clr|3|5S}} > {{clr|4|2H}} > Air normal (character dependent) > Sidewinder > SW Loop
({{clr|3|j.S}}) > {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > Gun-Flame FRC > Empty Jump Sidewinder > SW Loop
{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > (delay) Gun-Flame > (delay){{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder > SW Loop
Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > Gun-Flame > {{clr|4|5H}}/{{clr|4|2H}} > {{clr|5|j.D}} , {{clr|5|j.D}} > d{{clr|5|j.D}} > Sidewinder > SW Loop (midweights and heavyweights)
Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > Gun-Flame > {{clr|4|2H}} > {{clr|5|j.D}} > Empty Double Jump Sidewinder > SW Loop (lightweights)
[Dustloop:] xx > {{clr|1|6P}} , {{clr|4|5H}}/{{clr|4|2H}} > {{clr|5|j.D}} , {{clr|5|j.D}} |> {{clr|5|j.D}}, {{clr|5|j.D}} |> {{clr|2|j.K}} > {{clr|5|j.D}} > d{{clr|3|j.S}} > {{clr|5|j.D}} > S Volcanic Viper
Throw > {{clr|2|5K}}(1) > {{clr|1|j.P}} > {{clr|2|j.K}}/{{clr|3|j.S}} > Sidewinder > SW Loop (works on most characters)
Throw > {{clr|2|5K}}(1) > {{clr|1|6P}} , {{clr|4|2H}} > {{clr|4|j.H}} Sidewinder > SW Loop
Air Throw {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|2|j.K}}SD/{{clr|3|j.S}}KD > j.Bandit Revolver > {{clr|2|5K}}(1) > ({{clr|4|2H}}) > H Volcanic Viper
==='25%+ Tension, Corner'===
xx > {{clr|1|6P}} > Gun-Flame FRC > Clean Hit Bandit Bringer |> dash {{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder > SW Loop
[50% tension] xx > {{clr|1|6P}} Gun-Flame FRC > Clean Hit Bandit Bringer |> Fafnir (whiff) > Tyrant Rave
</div>


==Combo Theory==
==Combo Theory==
Note: This is a work in progress. If you just want combos, stick to the ones listed.


===Introduction===
===Introduction===
Line 624: Line 424:


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.
===Sidewinder Loop Starters===


====Wild Throw (WT) Starters====
====Wild Throw (WT) Starters====
Line 673: Line 471:
WT > delay No-mash CL GV
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.
*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.
WT > Kire SW
*Burst safe starter that leads to burst safe routes, largely unexplored. Works on:
Chipp,
Kliff,
Anji,
Aba,
Axl,
I-No,
Bridget


====Midscreen Starters====
====Midscreen Starters====
Line 694: Line 502:
* This actually works, oddly enough, but confirming the CH is quite difficult.
* This actually works, oddly enough, but confirming the CH is quite difficult.


====Clean Hit Grand Viper====
CH {{clr|5|2D}} CL GV
 
*Works on every character, is hit confirmable on most, leads to your highest damage output.
====Anti-Air Starters====
 
====Corner and Near-Corner Starters====


====Dustloops and Dustwinder Loops====
====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.
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, although it often doesn't keep the corner.


====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. Can be looped at specific spacings or used to confirm off of something like a gunflame at roundstart distance or further. Almost any time you are falling while hitting the opponent with a CL Sidewinder, you have an opportunity to enter kire routing. 
 
===Sidewinder Loops===
 
====The Basics====
 
====Empty Jump SW====
 
====TK SW====
 
====How The Camera Works====


====Height Management====
Holding the 2 input, [2]36956, will net you a lower kire. This lower kire can be looped into itself very quickly in a criss-cross pattern against many characters (PO, TE, FA, AN, JO, MA, MI, SL, and probably more) for obscene damage.


====How To Recover From Mistakes====
====How To Recover From Mistakes====
Line 725: Line 520:
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.


===Sidewinder Loop Enders===
==Video Examples==
 
{|
|-
|{{#ev:youtube|https://www.youtube.com/watch?v=ooxvLMreknc|500}}
|-
|}


====Bandit Revolver vs. Volcanic Viper====
==Character Specifics==


====TK BR Extensions====
{| class="wikitable sortable"
|-
!  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
<!--Weight || G.VV KD || 2x Dloop || Corner Throw, 5K || Corner 6P > CLGV || cr.CH 5H > 236[K] || 2D > CL GV || CH 2D > CL GV || [SW Loop] ? c.S > 236K || corner CL/CH 41236D, CL GV || Comment-->
<!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are-->
|-
! {{Character Label|GGACR|A.B.A}}
| Heavy || Yes || Yes || Yes || Yes, immediate || Yes || No || Yes || Yes || No || -
|-
! {{Character Label|GGACR|Anji Mito}}
| Mid || Yes || Yes || Yes || Yes, slightly longer delay (hard) || Yes || No || Yes, delay, slight mash || Yes || Yes, slight mash (hard) || -
|-
! {{Character Label|GGACR|Axl Low}}
| Mid || Yes || Yes || DI only|| Yes, slight delay || Yes || No || Yes || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Baiken}}
| V.Light || Yes || No || Yes || Yes, delay || Yes || Yes, 3+ hits prior/corner ><br> 2D, moderate mash || Yes, medium delay, slight mash || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Bridget}}
| V.Light || Yes || No || Yes || Yes, delay || No || Yes, mashless || Yes || Yes || Yes, mashless || -
|-
! {{Character Label|GGACR|Chipp Zanuff}}
| Mid || Yes || Yes || Yes || Yes, slight delay || No || No || Yes || Yes || No || -
|-
! {{Character Label|GGACR|Dizzy}}
| Light || Yes || Delay 6P > 5H/2H || DI only || Yes, delay || Yes || No || Yes || Yes || Yes<sup>3</sup> || -
|-
! {{Character Label|GGACR|Eddie}}
| Mid || Yes || Yes || No || Yes, slight delay || No || No || Yes || Yes || No || -
|-
! {{Character Label|GGACR|Faust}}
| Mid || Yes || Yes || No || Yes, delay || No || No || Yes || Delay tk. SW <br> before crossunder || Yes, slight mash<sup>1</sup> || Prone to reverse SW.<br> Easily j.D > SW Looped
|-
! {{Character Label|GGACR|I-No}}
| Light || Yes || Delay 6P > 5H/2H || Yes || Yes, delay || Yes || No || Yes || Yes || Yes, slight mash<sup>2</sup> || -
|-
! {{Character Label|GGACR|Jam Kuradoberi}}
| V.Light || Yes || Yes || Yes || Yes, delay || Yes || Yes, mashless || Yes || Yes || Yes, mashless || -
|-
! {{Character Label|GGACR|Justice}}
| Light || Yes || Delay 6P > 5H/2H || DI only || Yes, slight delay || Yes || No || Yes || Yes || No || -
|-
! {{Character Label|GGACR|Johnny}}
| Heavy || '''No''' || Very Tight || No || Yes, immediate || Yes || No || Yes, delay, slight mash || Add 2H || Yes, moderate mash || You generally want to add j.S<br> before j.D in GV confirms due to weight.
|-
! {{Character Label|GGACR|Kliff Undersn}}
| V.Light || Yes || Very Tight || Yes || Yes, delay || No || Yes, very slight mash || Yes || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Ky Kiske}}
| Mid || All but CH HVV || Yes || Yes || Yes, slight delay || Yes || No || Yes, delay, slight mash || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|May}}
| V.Light || Yes || No || Yes || Yes, slight delay || No || Yes, 3+ hits prior/corner ><br> 2D, moderate mash || Yes || Delay tk. SW <br> before crossunder || Yes, slight mash<sup>2</sup> || -
|-
! {{Character Label|GGACR|Millia Rage}}
| Light || Yes || Delay 6P > 5H/2H || Yes || Yes, slight delay || No || Yes, very slight mash || Yes, delay, medium mash || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Order-Sol}}
| Heavy || Yes || Yes || Yes || Yes, slight delay || Yes || No || Yes || Yes || Yes, slight mash || Tends to cross over<br> on SW ? c.S confirms
|-
! {{Character Label|GGACR|Potemkin}}
| V.Heavy || Yes || Yes || Yes || Yes, slight delay || Yes || No || Yes, small delay, slight mash || Add 2H || Yes || Prone to reverse SW.<br>Easily j.D > SW looped.
|-
! {{Character Label|GGACR|Robo-Ky}}
| V.Heavy || Normal SVV only || Yes || Yes || Yes, very slight delay || Yes || No || Yes, massive delay, medium mash || Add 2H || Yes, mashless || -
|-
! {{Character Label|GGACR|Slayer}}
| Mid || Yes || Yes || No || Yes, slight delay || Yes || No || Yes || Yes || No || -
|-
! {{Character Label|GGACR|Sol Badguy}}
| Mid || Yes || Yes || Yes || Yes, slight delay || Yes || No || Yes || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Testament}}
| Mid || Yes || Yes || Yes || Yes, delay || Yes || No || Yes || Yes || Yes, slight mash || -
|-
! {{Character Label|GGACR|Venom}}
| Mid || Yes || Yes || No || Yes, delay || Yes || No || Yes || Yes || Yes<sup>2</sup> || Venom is thin, can fall<br> out of common SW conversions.
|-
! {{Character Label|GGACR|Zappa}}
| Mid || Yes || Yes || Yes || Yes, delay || No || No || Yes, delay, slight mash || Yes || Yes, slight mash || -
|}


====Damage Enders====
:'''*''': 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.


==Video Examples==




==Navigation==
==Navigation==
<center>{{Character Label|GGACR|Sol Badguy|42px}}</center>
<center>{{Character Label|GGACR|Sol Badguy|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGACR/CharacterLinks}}
{{#lst:GGACR/Navigation}}
{{#lst:GGACR/Navigation}}

Latest revision as of 18:40, 21 January 2024


Notation Quick Reference

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P 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.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
GF = Gunflame236P
SVV = S Volcanic Viper623S
HVV = H Volcanic Viper623H
BR = Bandit Revolver236K
BB = Bandit Bringer236[K]
RS = Riot Stamp214K
WT = Wild Throw623K
GV = Grand Viper214S
SW = Sidewinderj.236H
FBSW = Force Break Sidewinderj.236D
KD = Knockdown – Volcaninc Viper > 214K
TR = Tyrant Rave – Fafnir > 64D
TRB = Tyrant Rave Beta632146H
TK = Tiger Knee (j.236X as 2369X)
Kire = IAD TK (966236X as 236956X)
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa

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.

Basic Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(5P/2P/5K/2K) > c.S/2S > 2D > 236K/623S any 103 ?? all [1] 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 [1] 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 [1] 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 [1] 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 [1] 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 [1] Very Easy Universal Wild Throw Combo. Scores a knockdown. Link
j.P xN > (j.H) > j.623S/j.623H > KD any ~75-80 ?? all [1] 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.236Dj.S > dj.S > j.H > j.623S/j.623H > KD any ~150 ?? all [2] 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.

Dustloop Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K(1)/c.S > 6P, (delay) 5H > j.D, j.Dj.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, TE, VE, ZA [3] 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, TE, VE, ZA [3] Medium Scores knockdown
5K(1)/c.S > 6P, (delay) 5H > j.D, j.D j.236K > dl.c.S > 6P > 236P > j.H/j.D > SVV > KD corner ~230(c.s) ?? Super lightweights [3] 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:

Sidewinder Combos
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 [3] Medium Basic BR RC SW loop combo. Scores knockdown. Link
WT > delay j.S > SW ▷ [j.S > SW]*2 > BR Anywhere 145 +30%~ All [2] 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 [3] 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) [3] 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 [3] 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) [3] 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) [4] 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 [2] 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) [3] Medium - Link
WT > dash 5H > tk.8 SW ▷ 5H 9j. SW ▷ 8j S SW ▷ BR Midscreen -- ?? TBD (Lightweights) [4] Hard - Link
WT > dash j.D ▷ SW ▷ 9j.S > SW ▷ dash 2H ▷ BR Midscreen 133 +25%~ TBD [3] 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) [4] 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) [4] Hard Scores knockdown -
WT > IAD j.S SW ▷ 8j. delay SW ▷ 8j.S > SW ▷ 9j.S > SW ▷ 8j.S > SW > BR Midscreen -- -- TBD (Standard) [4] 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) [4] 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.

Grounded GV Confirms
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 [3] 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 [3] 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 [3] 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 [5] 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) [4] 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, VE

Throw Combos
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
[3] 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 [3] Medium Link
Throw > 5K(1) > c.S >
[2 j.D 2 SW corner knockdown]
corner 188 ?? IN, MI [3] Medium - -
Throw > 5K(1) > c.S >
[2-4 Rep BR Loop corner knockdown]
corner ~130 ++ TBD [3] Medium Meter gain variation -
Air Throw > (dash) 5K(1)/c.S > 6P > 2H/5H >
[4 j.D VV corner knockdown]
midscreen 131 ?? TBD [3] 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 [3] 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 [3] 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 [3] 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 [3] 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 [3] 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 [2] Easy Heavyweight specific combo. -

Anti-Air Combos

Video examples

  • 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 starters from various conversion points or means off of unusual situations.
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

CH Combos

Examples of various optimizations off of certain counter hits.
6P, 5H, 2H, 2D, AA 6H, Riot Stomp, VV(1), 5K(1), 2S

Misc Starters
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 [4] Hard - [5] 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 [3] 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 [3] Medium Hard to confirm due to 5H's small active window -
CH 5H (Standing Hit) > IAD j.S > j.H2H/5H > GV > SW Loop ?? TBD [3] 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 [4] 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 ?? [4] Hard
CH 2H > BB (whiff) ▷ Dustloop or Sidewinder Loop ?? [3] 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 ?? [4] Hard -
CH 2D > GV (Varying delay cancel, no - short mash) > [] ?? All [3] Medium 250 damage on average, meterless, and hit-confirmable off of one of your best buttons. After the GV CL, route into a sidewinder combo of your choice. The delay of the cancel and mash of GV changes character to character, see "Character Specifics" chart at the top of this page. -
CH 2D > GF FRC > dash 2H > j.D > Sidewinder Loop any ?? all [3] Medium -
CH 2D > GF FRC > Empty Jump SW Loop ?? [5] Very Hard -
CH 2D > GF FRC > CLBB > Instant Air Dash j.S > Sidewinder > SW Loop ?? [3] Medium -
CH 2D > GF > Kire SW ▷ SW Loop any ?? all [5] Very Hard Extremely tight confirm for max damage -
Air CH 6H > BB > Kire SW / IAD > SW ▷ SW Loop any ?? all [4] Hard - [5] Very Hard Hail Mary 6H Air counter hit confirm -
Air CH 6H > TBD ?? [3] Medium -
CH 214K > TBD ?? [3] Medium -
CH 2S > TBD ?? [3] Medium -
CH j.D > TBD ?? [3] Medium -
Air CH 5K(1) > TBD ?? [3] Medium -
Air CH 623S(2)/623H(2) > TBD ?? [3] 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

Meter Conversions
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 [2] Easy Easy big damage corner combo
xx > 2D > CL 41236D > dash 6P > 5H/2H > j.D > Sidewinder Loop corner 250-300 ?? any [3] 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) [4] 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 [3] 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 [4] 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 [3] 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.

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.

WT > Kire SW

  • Burst safe starter that leads to burst safe routes, largely unexplored. Works on:

Chipp, Kliff, Anji, Aba, Axl, I-No, Bridget

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.

CH 2D CL GV

  • Works on every character, is hit confirmable on most, leads to your highest damage output.

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, although it often doesn't keep the corner.

Kire SW

A method of doing a Sidewinder during an IAD, input as 236956H. Can be looped at specific spacings or used to confirm off of something like a gunflame at roundstart distance or further. Almost any time you are falling while hitting the opponent with a CL Sidewinder, you have an opportunity to enter kire routing.

Holding the 2 input, [2]36956, will net you a lower kire. This lower kire can be looped into itself very quickly in a criss-cross pattern against many characters (PO, TE, FA, AN, JO, MA, MI, SL, and probably more) for obscene damage.

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

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, delay, slight mash 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, medium delay, slight mash 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, delay, slight mash 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, delay, slight mash 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, delay, medium 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, small delay, slight mash 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 Yes, massive delay, medium mash 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 Yes, delay, slight mash 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.


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