Difference between revisions of "GGACR/Sol Badguy/Combos"

From Dustloop Wiki
Jump to navigation Jump to search
Line 29: Line 29:
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
|-
 
|-
!  Character !! Weight Class !! Grounded VV KD !! 2x Rep Dustloop !! Corner Throw, 5K !! Corner 6P > CL GV || cr.CH 5H > 236[K] !! 2D > CL GV !! [SW Loop] ▷ c.S > 236K !! corner CL/CH 41236D, CL GV  !! Comment
+
!  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-->
 
<!--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-->
 
<!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are-->

Revision as of 20:52, 26 January 2022

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 a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
GF= Gunflame
SVV= Slash Volcanic Viper
HVV= Heavy Slash Volcanic Viper
BR= Bandit Revolver
BB= Bandit Bringer
RS= Riot Stomp
WT= Wild Throw
GV= Grand Viper
SW= Sidewinder
FBSW= Force Break Sidewinder
KD= Knockdown
TR= Tyrant Rave (Force Break)
TRB= Tyrant Rave Beta (Overdrive)
TK= Tiger Knee (j.236 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
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
HOS= Order-Sol
TE = Testament
VE = Venom
ZA = Zappa

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 [SW Loop] ▷ c.S > 236K corner CL/CH 41236D, CL GV Comment
A.B.A Heavy Yes Yes Yes Yes, immediate Yes No Yes No -
Anji Mito Mid Yes Yes Yes Yes, slightly longer delay (hard) Yes No Yes Yes, slight mash (hard) -
Axl Low Mid Yes Yes No Yes, slight delay Yes No Yes Yes, slight mash -
Baiken V.Light Yes No Yes Yes, delay Yes Yes, 3+ hits prior/corner >
2D, moderate mash
Yes Yes, slight mash -
Bridget V.Light Yes No Yes Yes, delay No Yes, mashless Yes Yes, mashless -
Chipp Zanuff Mid Yes Yes Yes Yes, slight delay No No Yes No -
Dizzy Light Yes Delay 6P > 5H/2H No Yes, delay Yes No Yes Yes3 -
Eddie Mid Yes Yes No Yes, slight delay No No Yes No -
Faust Mid Yes Yes No Yes, delay No No 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, slight mash2 -
Jam Kuradoberi V.Light Yes Yes Yes Yes, delay Yes Yes, mashless Yes Yes, mashless -
Justice Light Yes Delay 6P > 5H/2H No Yes, slight delay Yes No Yes No -
Johnny Heavy No Very Tight No Yes, immediate Yes No 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 No Yes Yes, delay No Yes, very slight mash Yes Yes, slight mash -
Ky Kiske Mid All but CH HVV Yes Yes Yes, slight delay Yes No Yes Yes, slight mash -
May V.Light Yes No Yes Yes, slight delay No Yes, 3+ hits prior/corner >
2D, moderate mash
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 Yes, slight mash -
Order-Sol Heavy Yes Yes Yes Yes, slight delay Yes No Yes Yes, slight mash Tends to cross over
on SW ▷ c.S confirms
Potemkin V.Heavy Yes Yes Yes Yes, slight delay Yes No 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 Add 2H Yes, mashless -
Slayer Mid Yes Yes No Yes, slight delay Yes No Yes No -
Sol Badguy Mid Yes Yes Yes Yes, slight delay Yes No Yes Yes, slight mash -
Testament Mid Yes Yes Yes Yes, delay Yes No Yes Yes, slight mash -
Venom Mid Yes Yes No Yes, delay Yes No Yes Yes2 Venom is thin, can fall
out of common SW conversions.
Zappa Mid Yes Yes No Yes, delay No No Yes Yes, slight mash -
*: to be verified
1: does not work point blank. Can work from a bit outside the corner.
2: does not work point blank. Needs a few normals beforehand or can work from a bit outside the corner.
3: max mashless GV range to CL. Slight mash gives better position whilst still retaining CL.

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 Very Easy Ol' reliable, Sol's most frequent conversion. Generally very forgiving with the number of normals beforehand against most characters. BR/VV connection range easiest to hardest: AN > most characters > AB,DI,KL,KY > RO Link
(5K/2K) > c.S > 6P > 41236H any 96 ?? AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA Very Easy A little stricter than above. 5K or c.S will combo to 6P. Requires dash momentum:
AB, CH, ED, IN, JA, JO, MI, PO, VE
Link
f.S > (2S) > 5H > 41236H any 99 ?? all Very Easy Confirmation for when you're too far away to score a knockdown. Be careful of fast mashers who recover from stagger before Fafnir recovers! Link
f.S > (2S) > 5H > [41236H > 64D] / [41236D] any 99 -25 all Very Easy 25 meter conversion. FB Fafnir will knock down. TR will sacrifice knockdown for damage (FB Fafnir will whiff at max range 5H on crouching hit against TBD characters) Link
5D > j.D > j.D > j.SKS > dj.S > [H/D] > j.623S > KD any ~150 ?? all Very Easy Universal Dust Combo. Scores a knockdown. In order to get the first two j.Ds, HOLD Up in order to cancel them back into homing jump. Link
623K > dash (5H) 2H > j.S > dj.S > j.H(2) > j.623S > KD any 134 22 all Very Easy Universal Wild Throw Combo. Scores a knockdown. Link
j.P xN > (j.H) > j.623S/j.623H > KD any ~75-80 ?? all Very Easy Basic air-to-air conversion for knockdown. Scoring the KD from j.623S is much easier than from j.623H. Link
j.P xN > j.K/H/D > j.236Dj.S > dj.S > j.H > j.623S/j.623H > KD any ~150 ?? all Easy Extended air-to-air conversion for knockdown. j.S is not recommended here as it hits too low for reliable air-to-air conversions Link

Dustloop

A combo that launched a forum that started a wiki that you're currently reading. We say yes to big damage, single button corner loops.

Dustloop requires the following conditions and usually revolves around a simple concept:

  • Sol needs dashing momentum and generally need to be able to reach the corner.
  • Dash in and j.D as soon as possible after leaving the ground, then do another j.D as soon as the first one recovers, hitting before Sol lands (this is considered one rep).
  • Based on how the launch started, Sol may be able to do another rep (usually no more than three preceding normals/moves).
  • Afterwards, DLoop is usually ended with dash j.K/S > j.D > dj.S > dj.D > j.SVV > TO.
  • Dustloop can also be used to setup up a BR Loop or SW Loop for very high damage.

On some characters, delaying 5H after 6P is necessary for more height and less pushback. 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 microdash/walk after the second j.D to allow them to fall for one frame.

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, VE, ZA Medium Scores knockdown Link
SW ver.
WT > dash j.D, j.D ▷ dash j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD corner ~140 ?? AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, HOS, VE, ZA Medium Scores knockdown

Sidewinder Loop

First, watch VrRaiden's Beginner Sidewinder Tutorial

This will help to grasp on some ground rules and salvages regarding Sidewinder Loops.

Sol's Bread and Butter: big damage, no meter. Simple but difficult, as every character must be hit at a very specific point on their body for Sidewinder to work properly.

Once you launch the opponent, how you can go into Sidewinder Loop depends on where on screen you are, your distance to the corner, and what character you're fighting. Some options are:

  • forward jump j.S > SW. Easy and works on most characters.
  • dash 2H > Neutral/Back/Forward Jump SW (note, not usually a TK SW, though sometimes you may opt to do so).
  • dash 2H > forward jump j.S/j.H > SW.
  • Empty Forward Jump SW (neutral may work once on certain characters after reaching the corner).
  • j.P and j.K > SW also work, but do less damage and scale badly.

SW Loop usually ends with Bandit Revolver in order to score a knockdown.

Sidewinder loop examples:

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 Medium Basic BR RC SW loop combo. Scores knockdown. Link
WT > delay j.S > SW ▷ [j.S > SW]*2 > BR Anywhere 145 +30%~ All Easy Basic WT SW loop combo. Scores knockdown. Link
Dash 5K/c.S > 6P > 5H > j.D > delay SW ▷ [j.S > SW]*3 > BR Corner 253 +30%~ TBD Medium Basic corner SW loop combo. Scores knockdown. Link
Dash 5K/c.S > 6P, 5H > j.D, SW ▷ Dash under 2H > 9j.S > SW ▷ c.S/2H > BR Corner TBD ?? TBD(Standard) Medium Knocks down back into the starting corner -
Airdash j.S, j.H ▷ (5K) 6P, 5H > j.D, SW ▷ dash under c.S > 2H, tk9.SW ▷ c.S > BR Midscreen ~200(c.s) ?? TBD Medium Knocks down back into the starting corner -
5K > c.S > 2D > BR(1) RC > SW ▷ walk 2H > j.S > SW ▷ 2H tk.8 SW ▷ 2H > BR midscreen/cornered -- ??-50 TBD(standard) Medium Scores knockdown Link
5K > c.S > 2D > BR(1) RC > SW ▷ [9 > SW] * 2 ▷ dash j.S > j.D > dj.S > j.SVV > KD midscreen/cornered -- ??-50 TBD(lightweight) Hard Scores knockdown Link
5D > SW ▷ (walk forward) > (c.S) > 2H > j.S > SW > (walk back) > 2H > j.S > SW > nj.S > SW > BR any 168 ?? all Easy Universal Impossible Dust Combo. Scores a knockdown.
Must use c.S on PO, RO
Link
WT > 9j S SW ▷ (dash) 2H j.S SW ▷ 8j S SW ▷ BR Midscreen -- ?? TBD(Standard) Medium - Link
WT > dash 5H > tk.8 SW ▷ 5H 9j. SW ▷ 8j S SW ▷ BR Midscreen -- ?? TBD (Lightweights) Hard - Link
WT > dash j.D ▷ SW ▷ 9j.S > SW ▷ dash 2H ▷ BR Midscreen 133 +25%~ TBD Medium Scores knockdown Link
WT > IAD j.S SW ▷ 9j. delay SW ▷ 9j. delay SW ▷ dash 9j.S or j.D > SVV > KD Corner -- +25%~ TBD (Lightweights) Hard Empty jump SW loop, burst safe and fairly optimal. Tap the jump to make sure you don't get HVV instead of SW. Timing on empty jump SW is character-specific. Link
WT > delay j.S > SW ▷ 9j. delay SW ▷ 8j. delay SW ▷ 8j.S > SW > BR Midscreen -- -- TBD (Lightweights) Hard Scores knockdown -
WT > IAD j.S SW ▷ 8j. delay SW ▷ 8j.S > SW ▷ 9j.S > SW ▷ 8j.S > SW > BR Midscreen -- -- TBD (Standard) Hard Scores knockdown -
WT > IAD j.S SW ▷ 9j. delay SW ▷ 9j.S > SW ▷ 8j.S > SW ▷ 9j.S > SW ▷ 8j.S > SW ▷ BR Corner 195-200~ -- TBD (Standard) Hard Scores knockdown, Corner to Corner Link

GV Combos

First, watch VrRaiden's Grand Viper Tutorial

One of the most important confirms to know, getting to turn any ground hit into 200+ damage is something nobody could turn down, which is why once you grasp sidewinder loops, its important to start incorporating these confirms into your gameplan.

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 Medium Universal GV confirm Link
(5K/2K/c.S/2S) > 2H/5H > Slightly less than full-full mash GV > dash j.D delay Sidewinder > Dash 2H j.S Sidewinder > 2H Bandit Revolver Corner 200~ ?? Everyone Medium Midscreen Knockdown Link
CH 2D > Slight-No mash GV > dash j.D Sidewinder > Dash 2h j.S Sidewinder > dash 2H TK Sidewinder > 2H Bandit Revolver Midscreen/Corner 200~ ?? Mid-Heavyweights Medium TK SW must be inputted as 2368 Link
xx > 2D > Slight-No mash GV > Dash j.D jc delay Sidewinder > 8 Sidewinder > dash j.S SVV KD Cornered-Midscreen 200~ ?? BR, JA, KL, MI Very Hard No Mash GV on BR/JA, Slight mash on KL/MI Link
(5K/2K/c.S/2S) > 2H/5H > CL GV > 9 dl j.D > dl CL SW > 7 j.S > CL SW > dash 2H > j.S > j.K > CL SW > 8j.S > j.K > CL SW > BR > (2K > c.S > f.S > Gunflame FRC/Gunflame Feint) Midscreen/Corner 240-270~ ?? ?? (Mids) Hard the otgs at the end are untechable but optional, you can go for normal oki if you want but they're free damage. Link

Throw Combos

Sol can score conversions off of both regular and airthrow in the corner. Airthrow will lead to short conversions or with meter outside of the corner. Wild Throw is your best bet for damage, but is of course a bit slower than regular throw.

NOTE: Corner throw > 5K(1) will not work on AX, DI, ED, FA, JO, JU, KL, VE

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
Medium j.H(1) required on:
AN, BA, BR, IN, MA)
Link
Throw > 5K(1) > c.S >
[3 j.D 2 SW corner knockdown]
corner 160 ?? AB, AN, CH, OR, PO, SO, TE, ZA Medium Link
Throw > 5K(1) > c.S >
[2 j.D 2 SW corner knockdown]
corner 188 ?? IN, MI Medium - -
Throw > 5K(1) > c.S >
[2-4 Rep BR Loop corner knockdown]
corner ~130 ++ TBD Medium Meter gain variation -
Air Throw > (dash) 5K(1)/c.S > 6P > 2H/5H >
[4 j.D VV corner knockdown]
midscreen 131 ?? TBD Medium Mid/Heavy weights, leads to corner knockdown. -
Air Throw > (dash) 5K(1)/c.S >
[3 j.D 2 SW corner knockdown]
midscreen 145 ?? AB, AN, AX, CH, SL, TE Medium Must start c.S on FA.
Must start 5K on OR, SO, VE, ZA.
-
Air Throw > (dash) 5K(1)/c.S >
[2 j.D 2 SW corner knockdown]
midscreen 162 ?? DI, IN, JU, MI Medium Must start with 5K on DI. -
Air Throw > dash 5K(1)/c.S >
[1 j.D 2 SW corner knockdown]
midscreen 155 ?? BR, JA, MA Medium Must start with 5K on BA. -
Air throw > (dash) 5K(1)/c.S >
[2 j.D BR loop corner knockdown]
midscreen 136 ?? BA, BR, JA, KL, MA Medium For light weights (and medium weights which the normal combos won't work). Must start 5K and only use 1 tk.BR on ED, KY. -
Air Throw > (dash) 5K(1)/c.S >
[4 j.D VV corner knockdown]
midscreen 149 ?? all except JO, PO, RO Medium - -
Air throw > 5K(1) > 6P > 5H > j.S > j.K > j.D > j.BR > 5K > tk.BR > 5K > BR midscreen 121 ?? JO, PO, RO Easy Heavyweight specific combo. -

Anti-Air Combos

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 various conversion points or means off of unusual situations. WIP
cr 2H > GF
ch/FB Sidewinder
2D > ΔGV
Crossup VV (RC)
tk.VV RC j.P/K ▷
fuzzy j.S/j.D
j.H links
IAD j.P/j.K

Misc Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
TBA - - ?? - - - -

CH Combos

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

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 Hard - Very Hard Good midscreen CH confirm off of a fish or frametrap. Can pretty much always land them in the corner. -
CH 6P > delay CL BB > IAD j.S/j.H(1/2) > SW ▷ SW Loop midscreen/round start ?? TBD Medium Much harder to confirm than above due to wonky camera behavior
CH 5H (Standing Hit) > IAD j.S > j.D > SW Loop anywhere, standing hit ?? TBD Medium Hard to confirm due to 5H's small active window -
CH 5H (Standing Hit) > IAD j.S > j.H2H/5H > GV > SW Loop ?? TBD Medium Opponent must be standing. Slightly easier to confirm than above but will result in lower damage -
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW midscreen/round start ?? TBD Hard Requires crouching hit confirm. See Character specific table above, list to be added here later -
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW near Corner ?? Hard
CH 2H > BB (whiff) ▷ Dustloop or Sidewinder Loop ?? Medium Built in burst bait. Bursting the BB before it even starts will often cause the burst to whiff. -
CH 2H > delay GF > IAD j.S/j.H SW > [] any ?? Hard -
CH 2D > GV (No - short mash) > [] ?? TBD Hard GV can be slightly delayed against lightweights. GV must otherwise be input almost immediately during hitstop. Done slightly late it can be salvaged with some very slight mashing based on the opponent. -
CH 2D > GF FRC > dash 2H > j.D > Sidewinder Loop any ?? all Medium -
CH 2D > GF FRC > Empty Jump SW Loop ?? Very Hard -
CH 2D > GF FRC > CLBB > Instant Air Dash j.S > Sidewinder > SW Loop ?? Medium -
CH 2D > GF > Kire SW ▷ SW Loop any ?? all Very Hard Extremely tight confirm for max damage -
Air CH 6H > BB > Kire SW / IAD > SW ▷ SW Loop any ?? all Hard - Very Hard Hail Mary 6H Air counter hit confirm -
Air CH 6H > TBD ?? Medium -
CH 214K > TBD ?? Medium -
CH 2S > TBD ?? Medium -
CH j.D > TBD ?? Medium -
Air CH 5K(1) > TBD ?? Medium -
Air CH 623S(2)/623H(2) > TBD ?? Medium -

Opponent must be standing: CH H Volcanic Viper during later active frames |> dash 5K > xx > SW Loop

  • Generally only works when landed as an Anti-Air. When netted very close to the opponent height wise, you'll usually be unable to dash in and relaunch in time.

CH 6P (2S [whiff]) > dash 5K/c.S > 2H > j.S/j.D > Sidewinder > SW Loop

  • Whiffing the 2S is done to make the 6P safer on block, but will connect on 6P's CH against heavier characters, ruining the combo.
  • If the opponent is slightly too far for the Clean Hit, delay the jump cancel after 2H till right after hitstop ends for more running momentum, as described here.

No more than half screen from corner: CH 6P > (Clean Hit) Bandit Bringer > Dash 5K/2K/c.S > 2H > j.D > Sidewinder > SW Loop

  • Generally harder to confirm than CH 6P > Gunflame, but can lead to bigger damage.

CH 2H > Bandit Bringer > Dustloop or Sidewinder Loop

  • CH 2H scores so much hitstun that you can even empty jump, land, and relaunch in order to bait a burst. The Bandit Bringer can be burst safe, but will whiff on lightweights and some characters with thin hurtboxes.

25% Tension, Counter Hit, Midscreen: 5K/5S > TK Bandit Revolver(1) FRC > SW

  • May need to add an air normal depending on character.

Metered Combos

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 Easy Easy big damage corner combo
xx > 2D > CL 41236D > dash 6P > 5H/2H > j.D > Sidewinder Loop corner 250-300 ?? any Medium Works on CH FB Fafnir
( (Dash) 5K/c.S > 6P) > [236P FRC > CL 236[K]] * 2-3 > whiff-41236H > 64D corner ~350 -100 SO, KY, TE, AN, VE, OR (modifiers TBD) Hard Moderately difficult high damage/kill combo. Fafnir must whiff for full damage, otherwise the result will be reduced by around 30-40 damage link
(f.S) > 5H > 41236H RC > GV > [1 j.D Sidewinder Loop] any ~200 ??-50 any Medium Universal Fafnir RC conversion
(f.S) > 5H > 41236H RC > 2D > No-Short Mash GV > empty jump 9j.236H ▷ dash under 5K(1) > 2H > tk.9 SW ▷ c.S > BR any ~240 ?? BA, BR, JA, KL, MA, MI Hard Strong midscreen conversion from Fafnir hit.
No mash: BR, JA. Very slight mash: KL, MI. Moderate mash: BA, MA
combo ?? ??
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.

Older combo listing

'Midscreen'

5K/2K > c.S > 2D > Bandit Revolver/Volcanic Viper+Knockdown

  • A standard, simple, straightforward combo that leads to the usual oki. The BR/VV will whiff on Ky and Robo-Ky when done from far away. Dashing into this combo will make the connection into the BR/VV likelier to connect.

2K > 2H > 2D

  • Same as the above with the BR/VV omitted. Note that this will knock the opponent down Face Down instead of Face Up. Adjust for oki accordingly.

xx > 5H/2H > Grand Viper > SW Loop

  • Leads to big damage, but not the easiest thing to confirm given the distance that you must be in from the 5H/2H > GV. Not recommended when the opponent has a burst.

xx > 2D > Ground Viper > SW Loop (Jam, Bridget, Kliff, Millia only)

  • Character specific combo which leads to huge meterless damage. You can score a Clean Hit on the GV from relatively close against these four characters. Millia and Kliff require you to very slightly mash on GV, but Jam and Bridget, will be Clean Hit with no mashing at all.

5S > 2S > 5H > Fafnir (> Tyrant Rave)

  • Combo that doesn't lead to knockdown, but can be done for better damage than usual. If you don't go for the TR, the opponent can sometimes mash before Fafnir fully recovers. Keep this in mind and decide whether it's better to continue pressure, bait a jump, or just block.

5K/2K > c.S > TK BR |> 5K > BR loop or SW Loop.

  • A tight combo which will lead to big meter gain and good conversion, but can be very difficult to confirm without the risk of messing up. Can only be done when point blank, otherwise the BR will whiff.

(dash) 5K/c.S > 6P > 5H > HJIAD j.P > j.H > SVV

  • Extremely tight combo which leads to better corner carry and damage than the usual BnB. Best done when the first normal is point blank.

(dash) 5K/c.S > 6P > 5H > HJIAD j.K > j.D > j.BR |> 5K > BR/j.P > j.K > SW > SW Loop

  • Even harder than the aforementioned combo, this link can lead to full corner carry and an actual Sidewinder loop for free.

5D > j.D(x2) > j.S > j.K > j.S > dj.S > j.D > Volcanic Viper

  • Straightforward dust combo that does reasonable damage and knockdown from anywhere.

[ID] 5D > j.D > dj.D |> dash 2H > (j.D, j.D |>) j.S > SW Loop

  • Standard impossible dust combo which leads to good damage. You can get in a single rep of dustloop near the corner before starting a SW loop.

'25% Tension, Midscreen'

5K > 5S > 2369K FRC > j.S > SW Loop

  • Similar to the meterless conversion into BR loop, but leads to much better damage.

xx > 6P > c.S/2H > j.S > FB SW > SW Loop

  • A fairly easy conversion into damage, generally only works with one, possibly two normals before the 6P. Some characters with thinner hurtboxes will require only one.

Airdash j.S |> c.S > (f.S) > 5H > Fafnir > Tyrant Rave

  • Conversion after landing some airdash pressure

Airdash j.s > j.D > FB Sidewinder |> SW Loop

  • Another conversion after landing airdash hits. Easily converts from anywhere, but how you convert is position dependent. You can either dash in to relaunch, or simply jump into a normal > Sidewinder.

xx > FB Fafnir

  • Metered ground conversion into knockdown when you're too far to land a 2D.

Gun-Flame FRC > dash (5K/c.s) 2H > j.S > Sidewinder Loop

  • Occasionally, you'll tag your opponents with a Gunflame. If you FRC it and confirm, you can convert fairly easily.

Gun-Flame FRC > Clean Hit Bandit Bringer > Instant Air Dash j.S > Sidewinder Loop

  • Requires that you expect the GF to hit. Leads to some bigger damage midscreen than most options.


'50% Tension'

xx > 2D > Bandit Revolver(1) RC > Sidewinder Loop

xx > 2D > Bandit Revolver(1) RC > j.S > j.D/j.H(weight dependant) > SW Loop

xx > 2D > Tyrant Rave ver.Beta

Volcanic Viper(1) RC > 5K/c.S > 2H > SW Loop

Volcanic Viper RC > Sidewinder > SW Loop

Sidewinder Loop > Tyrant Rave ver.Beta

Sidewinder Loop > c.S/2H > FB Fafnir [whiff] > Tyrant Rave


'Corner'

5K/c.S > 6P > 5K/5S > 2H > Air normal (character dependent) > Sidewinder > SW Loop

(j.S) > 5K/c.S > 6P > Gun-Flame FRC > Empty Jump Sidewinder > SW Loop

5K/c.S > 6P > (delay) Gun-Flame > (delay)2H > j.D > Sidewinder > SW Loop

Dash 5K/c.S > 6P > Gun-Flame > 5H/2H > j.D , j.D > dj.D > Sidewinder > SW Loop (midweights and heavyweights)

Dash 5K/c.S > 6P > Gun-Flame > 2H > j.D > Empty Double Jump Sidewinder > SW Loop (lightweights)

[Dustloop:] xx > 6P , 5H/2H > j.D , j.D |> j.D, j.D |> j.K > j.D > dj.S > j.D > S Volcanic Viper

Throw > 5K(1) > j.P > j.K/j.S > Sidewinder > SW Loop (works on most characters)

Throw > 5K(1) > 6P , 2H > j.H Sidewinder > SW Loop

Air Throw 5K/c.S > j.KSD/j.SKD > j.Bandit Revolver > 5K(1) > (2H) > H Volcanic Viper


'25%+ Tension, Corner'

xx > 6P > Gun-Flame FRC > Clean Hit Bandit Bringer |> dash 2H > j.D > Sidewinder > SW Loop

[50% tension] xx > 6P Gun-Flame FRC > Clean Hit Bandit Bringer |> Fafnir (whiff) > Tyrant Rave

Combo Theory

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

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.

Sidewinder Loop Starters

Wild Throw (WT) Starters

Wild Throw is Sol's most important starter and the biggest reason why Sol is so terrifying up close, but it's effectively useless without knowing how to properly convert off it, therefore it should be your very first introduction to doing Sidewinder loops.

Basic WT Starters

WT > delay 9j.S > SW

  • The most basic SW loop starter off WT. Also low damage, but reliable if you're starting out or are not sure what route you should be going for.

WT > 9j.H > SW

  • Works if the hurtbox is higher up than usual, or if you're early. Lower damage and worse scaling than 9j.S, but can be delayed or allowed to multi-hit for height adjustments.

WT > delay 9j.D > SW

  • Very basic but powerful starter off WT into corner, works best in the corner or on Potemkin.

WT > microdash 9j.D > delay SW

  • Variant of the above starter that has insane corner carry and can lead to very powerful conversions. You can massively delay the SW and maintain a CL if close to corner, but otherwise a short delay is best for consistency.

WT > dash > delay 9j.D > SW

  • Very basic but powerful starter off WT into corner.

WT > dash 2H 9j.S > SW

  • A slightly higher damage starter off WT. Can lead into working combos on all weight classes and may be easier for you than delay 9j.S > SW.

WT > dash 2H 9j.D > SW

  • A really higher damage starter off WT. Can lead into working combos on most weight classes and is generally really consistent and damaging

WT > dash 2H8 TK SW

  • Input as 2H>8>236H, this starter can work well on lightweights, and generally leads to a lower returning height off the wallbounce in exchange for less time to act once you hit the ground.

WT > dash 5H9 TK SW

  • Input as [2]H>369H, this starter can work well on lightweights, and generally leads to a lower returning height off the wallbounce in exchange for less time to act once you hit the ground. Is extremely optimal if using VRRaiden's lightweight combo as well (should be above).
Advanced WT Starters

WT > IAD j.S SW

  • Tighter link for the IAD (extremely tight on Kliff and Baiken) but works on most characters (haven't tested on Robo-Ky) and leads to empty jump SW loops on lightweights universally, and character-specific empty jump SWs on midweights, as well as CL BB combos. Has excellent corner carry.

WT > IAD j.D SW

  • Essentially the IAD j.S starter but more optimized. Also has different interactions with pushback and camera, so make sure you lab it out before substituting it for WT WT > IAD j.S SW. Generally a harder link.

WT > Gunflame FRC > CL BB

  • High damage starter, however might lead to overall lower damage than a normal SW loop if you aren't clever with routing, as it uses up a lot of untech time. Cool, though.

WT > delay No-mash CL GV

  • Funny combo that works on ABA and Robo-Ky, maybe other heavies, its an option, but don’t do it. No-mash GV is a style-points part of weird and cool Sol SW loops that generally doesn't enter into his SW loop theory. It is absolutely a valid starter in some instances, however, as you will see.

Midscreen Starters

Clean Hit Grand Viper

Clean Hit Grand Viper (CL GV) is your main meterless starter from midscreen. Combos into it have to be short, as it will combo from normal hit 2H or 5H if you are close to the opponent. Generally, if you are close enough for 2H to hit, GV will combo. 2H is often preferred despite the lower damage due to it having less pushback, making conversions into GV from it more consistent. Common strings include:

c.S>5H/2H CL GV

  • Strong punish starter. Works if close enough from f.S too, if for some reason that happens.

5K>5H/2H CL GV

  • Less strong punish starter, but still good damage and works for harder-to-punish moves, as well as hitconfirms, as 2H can be delay cancelled into GF FRC if it is blocked. 5H is more damage, however.

2K>2H CL GV

  • This is a standard empty jump low string for max damage off 2K. 2H is preferred in that scenario because you have no dashing momentum and need pushback to be minimal for GV to combo.

5H>2H CL GV

  • Massive damage starter, used for optimal punishes on very negative moves.

CH 2S CL GV

  • This actually works, oddly enough, but confirming the CH is quite difficult.

Clean Hit Grand Viper

Anti-Air Starters

Corner and Near-Corner Starters

Dustloops and Dustwinder Loops

Dustwinder refers to an advanced corner combo that starts with a Dustloop and continues into a Sidewinder loop. It provides Sol's best damage in the corner.

Kire SW

A method of doing a Sidewinder during an IAD, input as 236956H

Sidewinder Loops

The Basics

Empty Jump SW

TK SW

How The Camera Works

Height Management

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.

Sidewinder Loop Enders

Bandit Revolver vs. Volcanic Viper

TK BR Extensions

Damage Enders

Video Examples

Navigation