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{{GGACR/CharacterLinks}} | |||
===Notation Quick Reference=== | ===Notation Quick Reference=== | ||
{{Combo Notation | {{Combo Notation | ||
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:'''Kire''' = IAD TK (966236X as 236956X) | :'''Kire''' = IAD TK (966236X as 236956X) | ||
}} | }} | ||
==Introduction== | ==Introduction== | ||
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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" | {| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ Basic Combos | |+ Basic Combos | ||
|- | |- | ||
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|| ?? | || ?? | ||
|| all | || all | ||
|| {{ | || {{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] | ||
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|| ?? | || ?? | ||
|| 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 | ||
|| {{ | || {{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 | ||
|| {{ | || {{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] | ||
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|| -25 | || -25 | ||
|| all | || all | ||
|| {{ | || {{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] | ||
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|| ?? | || ?? | ||
|| all | || all | ||
|| {{ | || {{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] | ||
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|| 22 | || 22 | ||
|| all | || all | ||
|| {{ | || {{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 | ||
|| {{ | || {{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] | ||
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|| ?? | || ?? | ||
|| all | || all | ||
|| {{ | || {{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] | ||
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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" | {| 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, TE, VE, ZA || {{ | | {{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, 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" | {| 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|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 || {{ | | 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 || {{ | | 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) || {{ | | 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 || {{ | | 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|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|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|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) || {{ | | 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) || {{ | | 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 || {{ | | 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) || {{ | | 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) || {{ | | 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) || {{ | | 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) || {{ | | 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" | {| 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|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|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|| {{ | | 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 || {{ | | 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|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] | ||
|} | |} | ||
Line 338: | Line 247: | ||
NOTE: Corner throw > {{clr|2|5K}}(1) will not work on AX, DI, ED, FA, JO, JU, VE | NOTE: Corner throw > {{clr|2|5K}}(1) will not work on AX, DI, ED, FA, JO, JU, VE | ||
{| class="wikitable sortable" | {| 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 392: | Line 301: | ||
<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" | {| 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || {{ | | 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 || || ?? || || {{ | | 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 || || || ?? || || {{ | | 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 || || ?? || || {{ | | CH {{clr|4|2H}} > delay GF > IAD {{clr|3|j.S}}/{{clr|4|j.H}} SW > [] || any || || ?? || || {{ComboDifficulty|Hard}} || || - | ||
|- | |- | ||
| CH {{clr|5|2D}} > GV (Varying delay cancel, no - short mash) > [] || || || ?? || All || {{ | | 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 || {{ | | 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 || || || ?? || || {{ | | 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 || || || ?? || || {{ | | 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 || {{ | | 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 || {{ | | 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 || || || ?? || || {{ | | Air CH {{clr|4|6H}} > TBD || || || ?? || || {{ComboDifficulty|Medium}} || || - | ||
|- | |- | ||
| CH {{clr|2|214K}} > TBD || || || ?? || || {{ | | CH {{clr|2|214K}} > TBD || || || ?? || || {{ComboDifficulty|Medium}} || || - | ||
|- | |- | ||
| CH {{clr|3|2S}} > TBD || || || ?? || || {{ | | CH {{clr|3|2S}} > TBD || || || ?? || || {{ComboDifficulty|Medium}} || || - | ||
|- | |- | ||
| CH {{clr|5|j.D}} > TBD || || || ?? || || {{ | | CH {{clr|5|j.D}} > TBD || || || ?? || || {{ComboDifficulty|Medium}} || || - | ||
|- | |- | ||
| Air CH {{clr|2|5K}}(1) > TBD || || || ?? || || {{ | | Air CH {{clr|2|5K}}(1) > TBD || || || ?? || || {{ComboDifficulty|Medium}} || || - | ||
|- | |- | ||
| Air CH {{clr|3|623S}}(2)/{{clr|4|623H}}(2) > TBD || || || ?? || || {{ | | Air CH {{clr|3|623S}}(2)/{{clr|4|623H}}(2) > TBD || || || ?? || || {{ComboDifficulty|Medium}} || || - | ||
|} | |} | ||
Line 457: | Line 366: | ||
===Metered Combos=== | ===Metered Combos=== | ||
{| class="wikitable sortable" | {| 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 || {{ | | 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 || {{ | | 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) || {{ | | ( (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|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|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 || {{ | | 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 565: | Line 474: | ||
WT > Kire SW | WT > Kire SW | ||
*Burst safe starter that leads to burst safe routes, largely unexplored. Works on: | *Burst safe starter that leads to burst safe routes, largely unexplored. Works on: | ||
Chipp | Chipp, | ||
Kliff, | Kliff, | ||
Anji, | Anji, | ||
Line 592: | Line 501: | ||
CH {{clr|3|2S}} CL GV | CH {{clr|3|2S}} CL GV | ||
* This actually works, oddly enough, but confirming the CH is quite difficult. | * This actually works, oddly enough, but confirming the CH is quite difficult. | ||
CH {{clr|5|2D}} CL GV | |||
*Works on every character, is hit confirmable on most, leads to your highest damage output. | |||
====Dustloops and Dustwinder Loops==== | ====Dustloops and Dustwinder Loops==== | ||
Line 597: | Line 509: | ||
====Kire SW==== | ====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 | 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==== | ====How To Recover From Mistakes==== | ||
Line 613: | Line 527: | ||
|- | |- | ||
|} | |} | ||
==Character Specifics== | |||
{| 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 || - | |||
|} | |||
:'''*''': 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. | |||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|GGACR|Sol Badguy|42px}}</center> | <center>{{Character Label|GGACR|Sol Badguy|size=42px}}</center> | ||
{{ | {{GGACR/CharacterLinks}} | ||
{{#lst:GGACR/Navigation}} | {{#lst:GGACR/Navigation}} |
Latest revision as of 18:40, 21 January 2024
Notation Quick Reference
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Introduction
Consistently converting hits into knockdowns is a useful skill at every level of play, because that's how Sol wins games. Therefore, in terms of improvement, it is worth practicing universal air and ground gatling combos into knockdown. Be wary of overfocusing on optimal combos because they tend to be more situational and character specific.
For example, this relatively universal anti-air combo:
- 5K > 2H > j.S > dj.S > (j.H) > SVV > KD
...may not be optimal, but it secures some damage and a knockdown to continue offense. It can be used whenever a Clean Hit Sidewinder seems impossible. Universal combos let you play and practice real game offense situations more.
Combo List
NOTE: This page is currently under construction! You can check this thread in the meantime for more: Dustloop +R Sol Badguy Combo Thread
This section is broken down into the following tables:
- Basic Combos: start here if you're completely new
- Dustloop: breakdown of Sol's corner BnB
- Sidewinder: breakdown of Sol's unique BnB
- Bandit Revolver Loop: breakdown of Sol's meter building BnB
- Throw combos: Corner throw, airthrow, and command throw combos
- Misc Starters: esoterics and unusual situations
- Counter Hit: When you catch them mashing
- Meter combos: When your meter is burning a hole in your pocket
- Damage squeeze: When you want to make them bleed and sacrifice knockdown/position
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- entries listed in yellow are optional or situational
Standard Combos
Some of the easiest of the easy. Enough to score some mileage and set up when you're too far for a stronger conversion, don't have resources, or are just looking for the basics.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(5P/2P/5K/2K) > c.S/2S > 2D > 236K/623S | any | 103 | ?? | all | [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.236D ▷ j.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.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K(1)/c.S > 6P, (delay) 5H > j.D, j.D ▷ j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD | corner | ~230(c.s) | ?? | AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, HOS, 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:
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.
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
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
- 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
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.H ▷ 2H/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
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.