User:Sunset Sullivan: Difference between revisions

1,009 editsJoined 27 July 2021
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Both {{clr|2|5K}} and {{clr|4|2H}} can both be used to start this combo. On counterhit, both starters have good hitstop and untechable time to allow you to combo further. Counterhit starters also let you combo into Sidewinder Loops, but put those aside for now.  
Both {{clr|2|5K}} and {{clr|4|2H}} can both be used to start this combo. On counterhit, both starters have good hitstop and untechable time to allow you to combo further. Counterhit starters also let you combo into Sidewinder Loops, but put those aside for now.  


An important thing to note about H Volcanic Viper is that it will not combo properly if combos are too long. Consider using the {{clr|3|S}} variant instead, which is easier to combo and more consistently earns hard knockdown. Heavier characters are also naturally more difficult to combo, so always use the {{clr|3|S}} variant for {{Character Label|GGACR|Johnny}}, {{Character Label|GGACR|HOS}}, or other heavy characters.
An important thing to note about H Volcanic Viper is that it will not combo properly if combos are too long. Consider using the {{clr|3|S}} variant instead, which is easier to combo and more consistently earns hard knockdown in exchange for dealing less damage. Heavier characters are also naturally more difficult to combo, so always use the {{clr|3|S}} variant for {{Character Label|GGACR|Johnny}}, {{Character Label|GGACR|HOS}}, or other heavy characters.
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Revision as of 00:10, 21 June 2022

Hi there! Call me Sully. I do really basic stuff for the wiki, mostly based around article clarity and readability. I play +R and a little Strive on the side. Ping me on the main Discord if you have issues with anything I've written! I'll be the first to admit I can make mistakes, and working with me to fix them can make the wiki a better place. Ciao.


WIP for +R Sol's combo page

Beginner 5K ComboWorks against any grounded opponent.
Very Easy

5K > c.S > 2D > 236K
This is a very easy combo for helping to get Sol's game started. As 5K is a strong button to throw out even in neutral, this combo will help earn a knockdown while pushing your opponent back to the corner.

This combo is very important when Sol has meter, as he can RC the first hit of Bandit Revolver and press 236H for Sidewinder. Depending on your timing and positioning, this can result in a Sidewinder Loop.

Depending on your spacing while performing this combo it may be possible for your enemies to tech out. If you're far away, omit the c.S and go into 2D > Bandit Revolver to keep the knockdown. Running momentum can help make the 5K connect deeper, as shown in the video example.


Beginner c.S ComboTurn grounded pokes into easy damage.
Very Easy

c.S > f.S > 5H > 41236H
This string is perfect for stray hits off of Sol's longer pokes, since Fafnir can combo from f.S > 5H or even just 5H. The damage off of such a small exchange might make your opponent think twice about contesting Sol.

In situations where you can't confirm into 2D, Fafnir is important for securing a confirm and enforcing yourself. Be warned that while you can input 2D after landing Fafnir, quick mashers can get out of the stun fast enough to respond.

You can also perform Tyrant Rave ver. Alpha
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out of Fafnir, which can tack on additional damage for 25% meter. The damage is often high and usually worth it in scenarios where the opponent is at low health.


Beginner Anti-Air ComboStuff jumpins with 5K or 2H.
Easy

(Anti Air) 5K > 2H > j.S > jcj.S > j.H > 623H > 214K
5K can be used a good anti-air thanks to its disjointed hitbox and cancellability into 2H. This basic string ends in H Volcanic Viper, followed up with Knockdown... for, well, hard knockdown.

Both 5K and 2H can both be used to start this combo. On counterhit, both starters have good hitstop and untechable time to allow you to combo further. Counterhit starters also let you combo into Sidewinder Loops, but put those aside for now.

An important thing to note about H Volcanic Viper is that it will not combo properly if combos are too long. Consider using the S variant instead, which is easier to combo and more consistently earns hard knockdown in exchange for dealing less damage. Heavier characters are also naturally more difficult to combo, so always use the S variant for Johnny, HOS, or other heavy characters.