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

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(Metered Combos)
(Combo List)
 
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=== Standard Combos ===
 
=== Standard Combos ===
 +
Some of the easiest of the easy. Enough to score some mileage and set up when you're too far for a stronger conversion, don't have resources, or are just looking for the basics.
 +
 
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|+ Basic Combos
 
|+ Basic Combos
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| 5D > j.D > j.D > j.SKS > dj.SH(D) > j.SVV > KD  || any || ?? || ?? || all || {{DifficultyVeryEasy}} || Universal Dust Combo. Scores a knockdown. ||
 
| 5D > j.D > j.D > j.SKS > dj.SH(D) > j.SVV > KD  || any || ?? || ?? || all || {{DifficultyVeryEasy}} || Universal Dust Combo. Scores a knockdown. ||
 
|-
 
|-
| 5D > SW ▷ (walk forward) > (c.S) > 2H > j.S > SW > (walk back) > 2H > j.S > SW > nj.S > SW > BR || any || 168 || ?? || all || {{DifficultyMedium}} || Universal Dust Combo. Scores a knockdown.<br> Must use c.S on PO, RO || [https://youtu.be/GHhS_69sHLc Link]
+
| 5D > SW ▷ (walk forward) > (c.S) > 2H > j.S > SW > (walk back) > 2H > j.S > SW > nj.S > SW > BR || any || 168 || ?? || all || {{DifficultyEasy}} || Universal Impossible Dust Combo. Scores a knockdown.<br> Must use c.S on PO, RO || [https://youtu.be/GHhS_69sHLc Link]
 
|-
 
|-
 
| Wild Throw > dash (5H) 2H > j.S > dj.S > j.H(2) > j.SVV > KD || any || 134 || 22 || all || {{DifficultyVeryEasy}} || Universal Wild Throw Combo. Scores a knockdown. ||
 
| Wild Throw > dash (5H) 2H > j.S > dj.S > j.H(2) > j.SVV > KD || any || 134 || 22 || all || {{DifficultyVeryEasy}} || Universal Wild Throw Combo. Scores a knockdown. ||
 
|-
 
|-
 
| j.P xN > j.sVV/hVV > KD || any || ~75-80 || ?? || all || {{DifficultyVeryEasy}} || Basic air-to-air conversion for knockdown
 
| j.P xN > j.sVV/hVV > KD || any || ~75-80 || ?? || all || {{DifficultyVeryEasy}} || Basic air-to-air conversion for knockdown
 +
|-
 +
| j.P xN > j.K/H/D > FB Sidewinder ▷ j.S > dj.S > j.H > j.sVV/hVV > KD || any || ~150 || ?? || all || {{DifficultyEasy}} || Extended air-to-air conversion for knockdown
 
|}
 
|}
  
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===Misc Starters/Conversions===
 
===Misc Starters/Conversions===
cr 2H > GF
+
Examples of various conversion points or means off of unusual situations. WIP
Crossup VV (RC)
+
<br> cr 2H > GF
tk.VV RC j.P/K ▷
+
<br> ch/FB Sidewinder
fuzzy j.S/j.D
+
<br> 2D > ΔGV
j.H
+
<br> Crossup VV (RC)
IAD j.P/j.K
+
<br> tk.VV RC j.P/K ▷
 +
<br> fuzzy j.S/j.D
 +
<br> j.H links
 +
<br> IAD j.P/j.K
  
 
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===CH Combos===
 
===CH Combos===
6P, 5H, 2H, 2D, AA 6H,
+
Examples of various optimizations off of certain counter hits. WIP
Riot Stomp
+
<br>6P  
VV(1)
+
<br>5H
 
+
<br>2H
5K(1), 2S
+
<br>2D
 +
<br>AA 6H
 +
<br>Riot Stomp
 +
<br>VV(1)
 +
<br>5K(1)
 +
<br>2S
  
 
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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"

Latest revision as of 15:37, 9 September 2019

Combo Notation Guide Character Name Abbreviations
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+GGD.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
(JC) = Jump Cancel
(SJC) = Super Jump Cancel
(JI) = Jump Install
(RC) = Roman Cancel
(FRC) = Force Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
AB = A.B.A
AN = Anji
AX = Axl
BA = Baiken
Br = Bridget
CH = Chipp
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam
JO = Johnny
JU = Justice
KL = Kliff
KY = Ky
MA = May
MI = Millia
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol
HOS = Order Sol
VE = Venom
ZA = Zappa


Combo List[edit]

WIP 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

For a more detailed look at combos, see the Dustloop +R Sol Badguy Combo Thread

  • 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[edit]

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
(5K/2K) > c.S > BR/VV any 103 ?? all [1] Very Easy BR/VV connection range easiest to Hardest: AN > most characters > AB,DI,KL,KY > RO Link
(5K/2K) > c.s > 6P > Fafnir any 96 ?? AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA, [1] Very Easy Requires dash momentum:
AB, CH, ED, IN, JA, JO, MI, PO, VE
Link
f.S > (2S) > 5H > Fafnir any 99 ?? all [1] Very Easy - Link
f.S > (2S) > 5H > [Fafnir > TR]/[FB Fafnir] 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.SH(D) > j.SVV > KD any ?? ?? all [1] Very Easy Universal Dust Combo. Scores a knockdown.
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
Wild Throw > dash (5H) 2H > j.S > dj.S > j.H(2) > j.SVV > KD any 134 22 all [1] Very Easy Universal Wild Throw Combo. Scores a knockdown.
j.P xN > j.sVV/hVV > KD any ~75-80 ?? all [1] Very Easy Basic air-to-air conversion for knockdown
j.P xN > j.K/H/D > FB Sidewinder ▷ j.S > dj.S > j.H > j.sVV/hVV > KD any ~150 ?? all [2] Easy Extended air-to-air conversion for knockdown

Dustloop[edit]

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: 1. Sol needs dashing momentum and generally need to be able to reach the corner. 2. 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). 3. Based on how the launch started, Sol may be able to do another rep. 4. Afterwards, DLoop is usually ended with dash j.K/S > j.D > dj.S > dj.D > j.SVV > TO. 5. Dustloop can also be used to setup up a BR Loop or SW Loop for very high damage.


Dustloop Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Dash 5K/c.S > 6P, 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, OR, VE, ZA [2] Easy 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, OR, VE, ZA [2] Easy Scores knockdown

Sidewinder Loop[edit]

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. The most basic loop is forward jump j.S > Sidewinder. Other variations include 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, and 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. Some examples of SW loop include:

Sidewinder Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
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
WT > dash j.D, SW ▷ 9j.S > SW ▷ dash 2H, BR Midscreen ~150 ?? TBD [3] Medium Scores knockdown
5K > c.S > 2D 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 RC > SW ▷ [9j.SW] * 2 ▷ dash j.S > j.D > dj.S > j.SVV > KD midscreen/cornered -- ??-50 TBD(lightweight) [4] Hard Scores knockdown Link


Throw Combos
Corner throw > 5K(1) will not work on AX, DI, ED, FA, JO, JU, KL, VE
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw > 5K(1) > 6P > 5H/2H >
[j.S/H 2 SW corner knockdown]
corner 151 ?? AB, CH, JA, KY, MI,
OR, RO, SO, TE, ZA
[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 [2] Easy Med/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 [2] Easy 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 [2] Easy 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 [2] Easy 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 [2] Easy 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 [2] Easy
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
Wild Throw > 9j SW, (dash) 2H j.S SW, 8j SW, BR midscreen -- ?? TBD(Standard) [3] Medium Link
Wild Throw > dash 5H > tk.8 SW, 5H 9j. SW, 8j SW, BR midscreen -- ?? TBD (Lightweights) [4] Hard Link

Anti-Air Combos[edit]

Misc Starters/Conversions[edit]

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
Dash 5K/c.S > 6P, 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, OR, VE, ZA [2] Easy Scores knockdown Link
SW ver.

CH Combos[edit]

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 corner ~230(c.s) ?? AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA [2] Easy Scores knockdown Link
SW ver.
CH 5H (Standing Hit) > IAD j.S > j.D > SW Loop any ?? [3] Medium Opponent must be standing
CH 5H (Standing Hit) > IAD j.S > j.H ▷ 2H/5H > GV > SW Loop ?? Template:Difficulty
CH 6P > GF > IAD j.S/j.H(1/2) > SW > SW Loop midscreen ?? Template:Difficulty
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW ?? Template:Difficulty
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW near Corner ?? [4] Hard
CH 2H > BB (whiff) ▷ Dustloop or Sidewinder Loop ?? Template:Difficulty
CH 2H > delay GF > IAD j.S/j.H SW > [] ?? [4] Hard
combo ?? Template:Difficulty
CH 2D > GV (No - short mash) > [] ?? TBD [4] Hard GV can be slightly delayed against lightweights. GV must otherwise be input immediately, so 2D does not allow time to counter hit confirm
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


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. (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[edit]

Meter Conversions
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Dash 5K/c.S > 6P, 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, OR, VE, ZA [2] Easy Scores knockdown Link
SW ver.
xx > 2D > FB Fafnir > [dash 6P FB Fafnir] * 1-2 > TR corner ~280 -75-100 any [2] Easy Easy big damage corner combo
Dash 5K/c.S > 6P > [GF FRC > CL BB] * 2-3 > whiff-Fafnir > TR corner ~350 -100 "any" (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
(f.S) > 5H > Fafnir RC > GV > [1 j.D Sidewinder Loop] any ~200 ??-50 any [3] Medium Universal Fafnir RC conversion
(f.S) > 5H > Fafnir RC > 2D > No-Short Mash GV > empty jump 9 SW ▷ 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
combo ?? Template:Difficulty
combo ?? Template:Difficulty

Bandit Revolver Loop[edit]

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)

'Midscreen'[edit]

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'[edit]

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'[edit]

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'[edit]

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'[edit]

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[edit]

Video Examples[edit]

Navigation[edit]


Guilty Gear XX Accent Core Plus Re
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc