GGACR/Sol Badguy/Combos: Difference between revisions

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|forums=http://www.dustloop.com/forums/index.php?/forums/forum/28-sol-badguy/
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{| class="wikitable"
{| class="wikitable"
|-
|-
! Combo Notation Guide
! Combo Notation Guide !! Character Name Abbreviations
|-
|-
|
|
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| 3 {{3}}
| 3 {{3}}
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}{{D}} becomes 236{{D}}.
: Numbers represent direction on a keyboard numpad. For example {{236}}+{{D}} becomes {{clr|5|236D}}.
:'''>''' = Proceed from the previous move to the following move.
:'''>''' = Proceed from the previous move to the following move.
:''',''' = Link the previous move into the following move.
:''',''' = Link the previous move into the following move.
:'''->''' = Cancel the previous special into a follow-up special.
:'''->''' = Cancel the previous special into a follow-up special.
:'''|> or ▷''' = After landing.
:'''▷''' = After landing.
:'''j''' = [[GGACR/Movement#Air Movement|Jump]]
:'''j''' = [[GGACR/Movement#Air Movement|Jump]]
:'''hj''' = [[GGACR/Movement#Air Movement|High Jump]]
:'''sj''' = [[GGACR/Movement#Air Movement|Super Jump]]
:'''IAD''' = [[GGACR/Movement#Air Movement|Instant Air Dash]]
:'''IAD''' = [[GGACR/Movement#Air Movement|Instant Air Dash]]
:'''CH''' = [[GGACR/Offense#Hit Effects|Counter Hit]]
:'''CH''' = [[GGACR/Offense#Hit Effects|Counter Hit]]
:'''(JC)''' = [[GGACR/Movement#Cancels|Jump Cancel]]
:'''(JC)''' = [[GGACR/Movement#Cancels|Jump Cancel]]
:'''(HJC)''' = [[GGACR/Movement#Cancels|High Jump Cancel]]
:'''(SJC)''' = [[GGACR/Movement#Cancels|Super Jump Cancel]]
:'''(JI)''' = [[GGACR/Movement#Jump Install|Jump Install]]
:'''(JI)''' = [[GGACR/Movement#Jump Install|Jump Install]]
:'''(RC)''' = [[GGACR/Movement#Cancels|Roman Cancel]]
:'''(RC)''' = [[GGACR/Movement#Cancels|Roman Cancel]]
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:'''[???] xN''' = Repeat ??? N amount of times.
:'''[???] xN''' = Repeat ??? N amount of times.
:'''[X] or [Y]''' = Perform series of actions X or Y.
:'''[X] or [Y]''' = Perform series of actions X or Y.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
:AB  = [[GGACR/A.B.A | A.B.A]]
:AN  = [[GGACR/Anji_Mito | Anji]]
:AX  = [[GGACR/Axl_Low | Axl]]
:BA  = [[GGACR/Baiken | Baiken]]
:Br  = [[GGACR/Bridget | Bridget]]
:CH  = [[GGACR/Chipp_Zanuff | Chipp]]
:DI  = [[GGACR/Dizzy | Dizzy]]
:ED  = [[GGACR/Eddie | Eddie]]
:FA  = [[GGACR/Faust | Faust]]
:IN  = [[GGACR/I-No | I-No]]
:JA  = [[GGACR/Jam_Kuradoberi | Jam]]
:JO  = [[GGACR/Johnny | Johnny]]
:JU  = [[GGACR/Justice | Justice]]
:KL  = [[GGACR/Kliff_Undersn | Kliff]]
:KY  = [[GGACR/Ky_Kiske | Ky]]
:MA  = [[GGACR/May | May]]
:MI  = [[GGACR/Millia_Rage | Millia]]
:PO  = [[GGACR/Potemkin | Potemkin]]
:RO  = [[GGACR/Robo-Ky | Robo-Ky]]
:SL  = [[GGACR/Slayer | Slayer]]
:SO  = [[GGACR/Sol_Badguy | Sol]]
:HOS = [[GGACR/Order-Sol | Order Sol]]
:VE  = [[GGACR/Venom | Venom]]
:ZA  = [[GGACR/Zappa | Zappa]]
|}
|}
<br clear=all/>
<br style="clear:both;">
==Combo List==
==Combo List==
'''NOTE:''' This page is currently under construction! You can check this thread in the meantime for more: [http://www.dustloop.com/forums/showthread.php?16181-R-Sol-Badguy-Combo-Thread-%28Updated-9-22-13%29 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 <span style="color:DarkKhaki">yellow<span style="color:Black"> 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.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Basic Combos
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
| <span style="color:DarkKhaki">({{clr|2|5K}}/{{clr|2|2K}}) ><span style="color:Black"> {{clr|3|c.S}} > BR/VV || any || 103 || ?? || all || {{clr|1|Very Easy}} || BR/VV connection range easiest to Hardest: AN > most characters > AB,DI,KL,KY > RO || [https://youtu.be/{{clr|3|jOS}}f1hE{{clr|4|54H}}g Link]
|-
| <span style="color:DarkKhaki">({{clr|2|5K}}/{{clr|2|2K}}) ><span style="color:Black"> c.s > {{clr|1|6P}} > Fafnir || any || 96 || ?? || AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA, || {{clr|1|Very Easy}} || Requires dash momentum:<br> AB, CH, ED, IN, JA, JO, MI, PO, VE || [https://youtu.be/O0ZKmBS-9Ik Link]
|-
| {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > Fafnir || any || 99 || ?? || all || {{clr|1|Very Easy}} || - || [https://youtu.be/xlH7gTKk9m4 Link]
|-
| {{clr|3|f.S}} > ({{clr|3|2S}}) > {{clr|4|5H}} > [Fafnir > TR]/[FB Fafnir]  || any || 99 || -25 || all || {{clr|1|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) || [https://youtu.be/ybXTRL20ri8 Link]
|-
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|j.S}}KS > d{{clr|3|j.S}}H(D) > {{clr|3|j.S}}VV > KD  || any || ?? || ?? || all || {{clr|1|Very Easy}} || Universal Dust Combo. Scores a knockdown. ||
|-
| {{clr|5|5D}} > SW ▷ (walk forward) > ({{clr|3|c.S}}) > {{clr|4|2H}} > {{clr|3|j.S}} > SW > (walk back) > {{clr|4|2H}} > {{clr|3|j.S}} > SW > n{{clr|3|j.S}} > SW > BR || any || 168 || ?? || all || {{clr|2|Easy}} || Universal Impossible Dust Combo. Scores a knockdown.<br> Must use {{clr|3|c.S}} on PO, RO || [https://youtu.be/GHhS_69sHLc Link]
|-
| Wild Throw > dash ({{clr|4|5H}}) {{clr|4|2H}} > {{clr|3|j.S}} > d{{clr|3|j.S}} > {{clr|4|j.H}}(2) > {{clr|3|j.S}}VV > KD || any || 134 || 22 || all || {{clr|1|Very Easy}} || Universal Wild Throw Combo. Scores a knockdown. ||
|-
| {{clr|1|j.P}} xN > j.sVV/hVV > KD || any || ~75-80 || ?? || all || {{clr|1|Very Easy}} || Basic air-to-air conversion for knockdown
|-
| {{clr|1|j.P}} xN > {{clr|2|j.K}}/H/D > FB Sidewinder ▷ {{clr|3|j.S}} > d{{clr|3|j.S}} > {{clr|4|j.H}} > j.sVV/hVV > KD || any || ~150 || ?? || all || {{clr|2|Easy}} || Extended air-to-air conversion for knockdown
|}
===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:
1. Sol needs dashing momentum and generally need to be able to reach the corner.
2. Dash in and {{clr|5|j.D}} as soon as possible after leaving the ground, then do another {{clr|5|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 {{clr|2|j.K}}/S > {{clr|5|j.D}} > d{{clr|3|j.S}} > d{{clr|5|j.D}} > {{clr|3|j.S}}VV > TO.
5. Dustloop can also be used to setup up a BR Loop or SW Loop for very high damage.


===Basic Combos===
 
For a more detailed look at combos, see the [http://www.dustloop.com/forums/showthread.php?16181-R-Sol-Badguy-Combo-Thread-%28Updated-9-22-13%29 Dustloop +R Sol Badguy Combo Thread]
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Dustloop Combos
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|  Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}}, {{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, OR, VE, ZA  || {{clr|2|Easy}} || 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, OR, VE, ZA  || {{clr|2|Easy}} || Scores knockdown ||
|}


===Sidewinder Loop===
===Sidewinder Loop===


Sol's Bread and Butter. Big damage, no meter. Simple? Yes. Easy? Not quite: practice up and get that precision down!
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 {{clr|3|j.S}} > Sidewinder. Other variations include dash {{clr|4|2H}} > Neutral/Back/Forward Jump SW (note, not usually a TK SW, though sometimes you may opt to do so), dash {{clr|4|2H}} > forward jump {{clr|3|j.S}}/{{clr|4|j.H}} > SW, and Empty Forward Jump SW (neutral may work once on certain characters after reaching the corner). {{clr|1|j.P}} and {{clr|2|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:
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Sidewinder Combos
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|  Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}}, {{clr|4|5H}} > {{clr|5|j.D}}, SW ▷ Dash under {{clr|4|2H}} > 9{{clr|3|j.S}} > SW ▷ {{clr|3|c.S}}/{{clr|4|2H}} > BR || Corner || TBD || ?? || TBD(Standard) || {{clr|3|Medium}} || Knocks down back into the starting corner ||
|-
|  Airdash {{clr|3|j.S}}, {{clr|4|j.H}} ▷ ({{clr|2|5K}}) {{clr|1|6P}}, {{clr|4|5H}} > {{clr|5|j.D}}, SW ▷ dash under {{clr|3|c.S}} > {{clr|4|2H}}, tk9.SW ▷ {{clr|3|c.S}} > BR || Midscreen || ~200(c.s) || ?? || TBD  || {{clr|3|Medium}} || Knocks down back into the starting corner ||
|-
|  WT > dash {{clr|5|j.D}}, SW ▷ 9{{clr|3|j.S}} > SW ▷ dash {{clr|4|2H}}, BR || Midscreen || ~150 || ?? || TBD  || {{clr|3|Medium}} || Scores knockdown ||
|-
|  {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} RC > SW ▷ walk {{clr|4|2H}} > {{clr|3|j.S}} > SW ▷ {{clr|4|2H}} tk.8 SW ▷ {{clr|4|2H}} > BR || midscreen/cornered || -- || ??-50 || TBD(standard) || {{clr|3|Medium}} || Scores knockdown || [https://youtu.be/3Y{{clr|1|4P}}oVWbis4 Link]
|-
|  {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} RC > SW ▷ [9{{clr|3|j.S}}W] * 2 ▷ dash {{clr|3|j.S}} > {{clr|5|j.D}} > d{{clr|3|j.S}} > {{clr|3|j.S}}VV > KD || midscreen/cornered || -- || ??-50 || TBD(lightweight) || {{clr|4|Hard}} || Scores knockdown || [https://youtu.be/WyPXyFPlBpA Link]
|}
 
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Throw Combos <BR> Corner throw > {{clr|2|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 > {{clr|2|5K}}(1) > {{clr|1|6P}} > {{clr|4|5H}}/{{clr|4|2H}} ><br>[{{clr|3|j.S}}/H 2 SW corner knockdown] || corner || 151 || ?? || AB, CH, JA, KY, MI,<br> OR, RO, SO, TE, ZA || {{clr|3|Medium}} ||  {{clr|4|j.H}}(1) required on:<br> AN, BA, BR, IN, MA) || [https://youtu.be/wYdiJCdav8Q Link]
|-
| Throw > {{clr|2|5K}}(1) > {{clr|3|c.S}} ><br>[3 {{clr|5|j.D}} 2 SW corner knockdown] || corner || 160 || ?? || AB, AN, CH, OR, PO, SO, TE, ZA || {{clr|3|Medium}} || || [https://youtu.be/0G1n4FHGK9I Link]
|-
| Throw > {{clr|2|5K}}(1) > {{clr|3|c.S}} ><br>[2 {{clr|5|j.D}} 2 SW corner knockdown] || corner || 188 || ?? || IN, MI || {{clr|3|Medium}} ||
|-
| Throw > {{clr|2|5K}}(1) > {{clr|3|c.S}} ><br>[2-4 Rep BR Loop corner knockdown] || corner || ~130 || ++ || TBD || {{clr|3|Medium}} || Meter gain variation
|-
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|2H}}/{{clr|4|5H}} ><br>[4 {{clr|5|j.D}} VV corner knockdown] || midscreen || 131 || ?? || TBD || {{clr|2|Easy}} || Med/Heavy weights, leads to corner knockdown
|-
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[3 {{clr|5|j.D}} 2 SW corner knockdown] || midscreen || 145 || ?? || AB, AN, AX, CH, SL, TE || {{clr|2|Easy}} || Must start {{clr|3|c.S}} on FA.<br> Must start {{clr|2|5K}} on OR, SO, VE, ZA
|-
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[2 {{clr|5|j.D}} 2 SW corner knockdown] || midscreen || 162 || ?? || DI, IN, JU, MI || {{clr|2|Easy}} || Must start with {{clr|2|5K}} on DI
|-
| Air Throw > dash {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[1 {{clr|5|j.D}} 2 SW corner knockdown] || midscreen || 155 || ?? || BR, JA, MA || {{clr|2|Easy}} || Must start with {{clr|2|5K}} on BA
|-
| Air throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[2 {{clr|5|j.D}} BR loop corner knockdown] || midscreen || 136 || ?? || BA, BR, JA, KL, MA || {{clr|2|Easy}} ||  For light weights (and medium weights which the normal combos won't work). Must start {{clr|2|5K}} and only use 1 tk.BR on ED, KY
|-
| Air Throw > (dash) {{clr|2|5K}}(1)/{{clr|3|c.S}} ><br>[4 {{clr|5|j.D}} VV corner knockdown] || midscreen || 149 || ?? || all except JO, PO, RO || {{clr|2|Easy}} ||
|-
| Air throw > {{clr|2|5K}}(1) > {{clr|1|6P}} > {{clr|4|5H}} > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|5|j.D}} > j.BR > {{clr|2|5K}} > tk.BR > {{clr|2|5K}} > BR || midscreen || 121 || ?? || JO, PO, RO || {{clr|2|Easy}} || Heavyweight specific combo
|-
| Wild Throw > 9{{clr|3|j S}}W, (dash) {{clr|4|2H}} {{clr|3|j.S}} SW, 8{{clr|3|j S}}W, BR  || midscreen || -- || ?? || TBD(Standard) || {{clr|3|Medium}} || || [https://youtu.be/4bhnuDsBI0Y Link]
|-
| Wild Throw > dash {{clr|4|5H}} > tk.8 SW, {{clr|4|5H}} 9j. SW, 8{{clr|3|j S}}W, BR  || midscreen || -- || ?? || TBD (Lightweights) || {{clr|4|Hard}} || || [https://youtu.be/znDqNhBKg-4 Link]
|}
 
===Anti-Air Combos===
 
 
 
 
===Misc Starters/Conversions===
Examples of various conversion points or means off of unusual situations. WIP
<br> cr {{clr|4|2H}} > GF
<br> ch/FB Sidewinder
<br> {{clr|5|2D}} > ΔGV
<br> Crossup VV (RC)
<br> tk.VV RC {{clr|1|j.P}}/K ▷
<br> fuzzy {{clr|3|j.S}}/{{clr|5|j.D}}
<br> {{clr|4|j.H}} links
<br> IAD {{clr|1|j.P}}/{{clr|2|j.K}}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Misc Starters
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|  Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}}, {{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, OR, VE, ZA  || {{clr|2|Easy}} || Scores knockdown || [https://youtu.be/U8yKWdf5nQQ Link] <br> [https://youtu.be/QkabCKXjiqA SW ver.]
|-
 
|}
 
===CH Combos===
Examples of various optimizations off of certain counter hits. WIP
<br>{{clr|1|6P}}
<br>{{clr|4|5H}}
<br>{{clr|4|2H}}
<br>{{clr|5|2D}}
<br>AA {{clr|4|6H}}
<br>Riot Stomp
<br>VV(1)
<br>{{clr|2|5K}}(1)
<br>{{clr|3|2S}}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Misc Starters
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|  CH {{clr|1|6P}} || corner || ~230(c.s) || ?? || AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA  || {{clr|2|Easy}} || Scores knockdown || [https://youtu.be/U8yKWdf5nQQ Link] <br> [https://youtu.be/QkabCKXjiqA SW ver.]
|-
|  CH {{clr|4|5H}} (Standing Hit) > IAD {{clr|3|j.S}} > {{clr|5|j.D}} > SW Loop || any ||  || ?? ||  || {{clr|3|Medium}} || Opponent must be standing ||
|-
|  CH {{clr|4|5H}} (Standing Hit) > IAD {{clr|3|j.S}} > {{clr|4|j.H}} ▷ {{clr|4|2H}}/{{clr|4|5H}} > GV > SW Loop ||  ||  || ?? ||  || {{Difficulty}} || ||
|-
|  CH {{clr|1|6P}} > GF > IAD {{clr|3|j.S}}/{{clr|4|j.H}}(1/2) > SW > SW Loop || midscreen ||  || ?? ||  || {{Difficulty}} || ||
|-
|  CH {{clr|4|5H}} (Crouching Hit) > BB ▷ dash {{clr|4|2H}}/{{clr|4|5H}} > {{clr|5|j.D}} > SW  ||  ||  || ?? ||  || {{Difficulty}} || ||
|-
|  CH {{clr|4|5H}} (Crouching Hit) > BB ▷ dash {{clr|4|2H}}/{{clr|4|5H}} > {{clr|5|j.D}} > SW || near Corner ||  || ?? ||  || {{clr|4|Hard}} || ||
|-
|  CH {{clr|4|2H}} > BB <span style="color:DarkKhaki">(whiff) ▷<span style="color:Black"> Dustloop or Sidewinder Loop ||  ||  || ?? ||  || {{Difficulty}} || ||
|-
|  CH {{clr|4|2H}} > delay GF > IAD {{clr|3|j.S}}/{{clr|4|j.H}} SW > [] ||  ||  || ?? ||  || {{clr|4|Hard}} || ||
|-
|  combo ||  ||  || ?? ||  || {{Difficulty}} || ||
|-
|  CH {{clr|5|2D}} > GV (No - short mash) > [] ||  ||  || ?? || TBD || {{clr|4|Hard}} || GV can be slightly delayed against lightweights. GV must otherwise be input immediately, so {{clr|5|2D}} does not allow time to counter hit confirm ||
|-
|  CH {{clr|5|2D}} > GF FRC > dash {{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder Loop || any ||  || ?? || all || {{clr|3|Medium}} || ||
|-
|  CH {{clr|5|2D}} > GF FRC > Empty Jump SW Loop ||  ||  || ?? ||  || {{clr|5|Very Hard}} || ||
|-
|  CH {{clr|5|2D}} > GF FRC > CLBB > Instant Air Dash {{clr|3|j.S}} > Sidewinder > SW Loop ||  ||  || ?? ||  || {{clr|3|Medium}} || ||
|}
 
 
Opponent must be standing
CH H Volcanic Viper during later active frames |> dash {{clr|2|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 {{clr|1|6P}} ({{clr|3|2S}} [whiff]) > dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|j.S}}/{{clr|5|j.D}} > Sidewinder > SW Loop
 
Whiffing the {{clr|3|2S}} is done to make the {{clr|1|6P}} safer on block, but will connect on {{clr|1|6P}}'s CH against heavier characters, ruining the combo.
(No more than half screen from corner)CH {{clr|1|6P}} > (Clean Hit) Bandit Bringer > Dash {{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}} > {{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder > SW Loop
 
Generally harder to confirm than CH {{clr|1|6P}} > Gunflame, but can lead to bigger damage.
CH {{clr|4|2H}} > Bandit Bringer > Dustloop or Sidewinder Loop
 
CH {{clr|4|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'
{{clr|2|5K}}/{{clr|3|5S}} > TK Bandit Revolver(1) FRC > SW (may need to add an air normal depending on character)


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.




===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.


You generally need to be in or near the corner in order to start it, but Dustloop usually revolves around a simple concept: dash in and j.D as soon as possible after leaving the ground, and doing another j.D as soon as the first one recovers, counting as one rep. If you do it right, the two will combo, and you can usually land and do it again once more. Common variations include the ghetto version: j.D , dj.S > j.D; and the ending combo j.K > j.D > dj.S > j.D > S Volcanic Viper. You can generally do a rep of Dustloop into Sidewinder Loop for some more big damage.
===Metered Combos===


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Meter Conversions
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|  Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}}, {{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, OR, VE, ZA  || {{clr|2|Easy}} || Scores knockdown || [https://youtu.be/U8yKWdf5nQQ Link] <br> [https://youtu.be/QkabCKXjiqA SW ver.]
|-
|  xx > {{clr|5|2D}} > FB Fafnir > [dash {{clr|1|6P}} FB Fafnir] * 1-2 > TR || corner || ~280 || -75-100 || any || {{clr|2|Easy}} || Easy big damage corner combo ||
|-
|  Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > [GF FRC > CL BB] * 2-3 > whiff-Fafnir > TR || corner || ~350 || -100 || "any" (TBD) || {{clr|4|Hard}} || Moderately difficult high damage/kill combo. Fafnir must whiff for full damage, otherwise the result will be reduced by around 30-40 damage ||
|-
|  ({{clr|3|f.S}}) > {{clr|4|5H}} > Fafnir RC > GV > [1 {{clr|5|j.D}} Sidewinder Loop] || any || ~200 || ??-50 || any || {{clr|3|Medium}} || Universal Fafnir RC conversion ||
|-
|  ({{clr|3|f.S}}) > {{clr|4|5H}} > Fafnir RC > {{clr|5|2D}} > No-Short Mash GV > empty jump 9 SW ▷ dash under {{clr|2|5K}}(1) > {{clr|4|2H}} > tk.9 SW ▷ {{clr|3|c.S}} > BR || any || ~240 || ?? || BA, BR, JA, KL, MA, MI || {{clr|4|Hard}} || Strong midscreen conversion from Fafnir hit. <br> No mash: BR, JA. Very slight mash: KL, MI. Moderate mash: BA, MA ||
|-
|  combo ||  ||  || ?? ||  || {{Difficulty}} || ||
|-
|  combo ||  ||  || ?? ||  || {{Difficulty}} || ||
|}


===Bandit Revolver Loop===
===Bandit Revolver Loop===
Line 71: Line 310:
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.
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.
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 {{clr|2|5K}}(1), {{clr|3|c.S}}, or {{clr|4|2H}}, with the opponent close to the ground, into a TK'd Bandit Revolver, with {{clr|3|c.S}} against lighter, floatier characters, and {{clr|2|5K}} against mostly everybody else. Examples:


*Midscreen: dash {{clr|2|5K}}(1) > tk.BR |> [{{clr|2|5K}}/{{clr|3|c.S}} > tk.BR] * 2-3 |> {{clr|2|5K}}(1) > BR (~120 dmg)
*Corner: Airthrow |> {{clr|2|5K}}(1) > tk.BR |> [{{clr|2|5K}}/{{clr|3|c.S}} > tk.BR] * 2-3 |> {{clr|2|5K}}(1) > BR (~120 dmg)
*Corner: dash {{clr|3|c.S}} > {{clr|1|6P}}, {{clr|4|5H}} tk.BR |> [{{clr|2|5K}}/{{clr|3|c.S}} > tk.BR] * 2-3 |> {{clr|2|5K}}(1) > BR (~180 dmg)


==='Midscreen'===
==='Midscreen'===


5K/2K > c.S > 2D > Bandit Revolver/Volcanic Viper+Knockdown
{{clr|2|5K}}/{{clr|2|2K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Bandit Revolver/Volcanic Viper+Knockdown
*A standard, simple, straightforward combo that leads to the usual oki. The BR/VV will whiff on Ky and Robo-Ky when done from far away. Dashing into this combo will make the connection into the BR/VV likelier to connect.<br/>
*A standard, simple, straightforward combo that leads to the usual oki. The BR/VV will whiff on Ky and Robo-Ky when done from far away. Dashing into this combo will make the connection into the BR/VV likelier to connect.<br/>


2K > 2H > 2D
{{clr|2|2K}} > {{clr|4|2H}} > {{clr|5|2D}}
*Same as the above with the BR/VV omitted. Note that this will knock the opponent down Face Down instead of Face Up. Adjust for oki accordingly.<br/>
*Same as the above with the BR/VV omitted. Note that this will knock the opponent down Face Down instead of Face Up. Adjust for oki accordingly.<br/>


xx > 5H/2H > Grand Viper > SW Loop
xx > {{clr|4|5H}}/{{clr|4|2H}} > Grand Viper > SW Loop
*Leads to big damage, but not the easiest thing to confirm given the distance that you must be in from the 5H/2H > GV. Not recommended when the opponent has a burst.<br/>
*Leads to big damage, but not the easiest thing to confirm given the distance that you must be in from the {{clr|4|5H}}/{{clr|4|2H}} > GV. Not recommended when the opponent has a burst.<br/>


xx > 2D > Ground Viper > SW Loop (Jam, Bridget, Kliff, Millia only)
xx > {{clr|5|2D}} > Ground Viper > SW Loop (Jam, Bridget, Kliff, Millia only)
*Character specific combo which leads to huge meterless damage. You can score a Clean Hit on the GV from relatively close against these four characters. Millia and Kliff require you to very slightly mash on GV, but Jam and Bridget, will be Clean Hit with no mashing at all.<br/>
*Character specific combo which leads to huge meterless damage. You can score a Clean Hit on the GV from relatively close against these four characters. Millia and Kliff require you to very slightly mash on GV, but Jam and Bridget, will be Clean Hit with no mashing at all.<br/>


5S > 2S > 5H > Fafnir (> Tyrant Rave)
{{clr|3|5S}} > {{clr|3|2S}} > {{clr|4|5H}} > Fafnir (> Tyrant Rave)
*Combo that doesn't lead to knockdown, but can be done for better damage than usual. If you don't go for the TR, the opponent can sometimes mash before Fafnir fully recovers. Keep this in mind and decide whether it's better to continue pressure, bait a jump, or just block.<br/>
*Combo that doesn't lead to knockdown, but can be done for better damage than usual. If you don't go for the TR, the opponent can sometimes mash before Fafnir fully recovers. Keep this in mind and decide whether it's better to continue pressure, bait a jump, or just block.<br/>


5K/2K > c.S > TK BR |> 5K > BR loop or SW Loop.
{{clr|2|5K}}/{{clr|2|2K}} > {{clr|3|c.S}} > TK BR |> {{clr|2|5K}} > BR loop or SW Loop.
*A tight combo which will lead to big meter gain and good conversion, but can be very difficult to confirm without the risk of messing up. Can only be done when point blank, otherwise the BR will whiff.
*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.


5D > j.D(x2) > j.S > j.K > j.S > dj.S > j.D > Volcanic Viper
(dash) {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > HJIAD {{clr|1|j.P}} > {{clr|4|j.H}} > SVV
*Extremely tight combo which leads to better corner carry and damage than the usual BnB. Best done when the first normal is point blank.
 
(dash) {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > HJIAD {{clr|2|j.K}} > {{clr|5|j.D}} > j.BR |> {{clr|2|5K}} > BR/{{clr|1|j.P}} > {{clr|2|j.K}} > SW > SW Loop
*Even harder than the aforementioned combo, this link can lead to full corner carry and an actual Sidewinder loop for free.
 
{{clr|5|5D}} > {{clr|5|j.D}}(x2) > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > d{{clr|3|j.S}} > {{clr|5|j.D}} > Volcanic Viper
*Straightforward dust combo that does reasonable damage and knockdown from anywhere.<br/>
*Straightforward dust combo that does reasonable damage and knockdown from anywhere.<br/>


[ID] 5D > j.D > dj.D |> dash 2H > (j.D, j.D |>) j.S > SW Loop
[ID] {{clr|5|5D}} > {{clr|5|j.D}} > d{{clr|5|j.D}} |> dash {{clr|4|2H}} > ({{clr|5|j.D}}, {{clr|5|j.D}} |>) {{clr|3|j.S}} > SW Loop
*Standard impossible dust combo which leads to good damage. You can get in a single rep of dustloop near the corner before starting a SW loop.<br/>
*Standard impossible dust combo which leads to good damage. You can get in a single rep of dustloop near the corner before starting a SW loop.<br/>


==='25% Tension, Midscreen'===
==='25% Tension, Midscreen'===


5K > 5S > 2369K FRC > j.S > SW Loop
{{clr|2|5K}} > {{clr|3|5S}} > {{clr|2|2369K}} FRC > {{clr|3|j.S}} > SW Loop
*Similar to the meterless conversion into BR loop, but leads to much better damage.


Airdash j.S |> c.S > (f.S) > 5H > Fafnir > Tyrant Rave
xx > {{clr|1|6P}} > {{clr|3|c.S}}/{{clr|4|2H}} > {{clr|3|j.S}} > FB SW > SW Loop
*A fairly easy conversion into damage, generally only works with one, possibly two normals before the {{clr|1|6P}}. Some characters with thinner hurtboxes will require only one.


xx > FB Fafnir
Airdash {{clr|3|j.S}} |> {{clr|3|c.S}} > ({{clr|3|f.S}}) > {{clr|4|5H}} > Fafnir > Tyrant Rave
*Conversion after landing some airdash pressure


Gun-Flame FRC > Clean Hit Bandit Bringer > Instant Air Dash j.S > Sidewinder Loop
Airdash j.s  > {{clr|5|j.D}} > FB Sidewinder |> SW Loop
*Another conversion after landing airdash hits. Easily converts from anywhere, but how you convert is position dependent. You can either dash in to relaunch, or simply jump into a normal > Sidewinder.


xx > FB Fafnir
*Metered ground conversion into knockdown when you're too far to land a {{clr|5|2D}}.


==='Counter Hit, Midscreen'===
Gun-Flame FRC > dash ({{clr|2|5K}}/c.s) {{clr|4|2H}} > {{clr|3|j.S}} > Sidewinder Loop
 
*Occasionally, you'll tag your opponents with a Gunflame. If you FRC it and confirm, you can convert fairly easily.
CH 5H > Instant Air Dash j.S > j.D > SW Loop
*Opponent must be standing
 
CH 5H > Instant Air Dash j.S > j.H |> 2H/5H > Grand Viper Clean Hit > SW Loop
*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 > Gun-Flame > Instant Air Dash j.H > Sidewinder > SW Loop
 
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.
 
CH 2D > Grand Viper > xx
*Must be done on prediction, as hitconfirming into a Clean Hit Grand Viper is extremely tight timing.


==='25% Tension, Counter Hit, Midscreen'===
Gun-Flame FRC > Clean Hit Bandit Bringer > Instant Air Dash {{clr|3|j.S}} > Sidewinder Loop
*Requires that you expect the GF to hit. Leads to some bigger damage midscreen than most options.


5K/5S > TK Bandit Revolver(1) FRC > SW (may need to add an air normal depending on character)
CH 2D > Gun-Flame FRC > dash 2H > j.D > Sidewinder Loop
CH 2D > Gun-Flame FRC > Empty Jump Sidewinder (add air normals if necessary) > SW Loop
CH 2D > Gun-Flame FRC > Clean Hit Bandit Bringer > Instant Air Dash j.S > Sidewinder > SW Loop




==='50% Tension'===
==='50% Tension'===


xx > 2D > Bandit Revolver(1) RC > Sidewinder Loop
xx > {{clr|5|2D}} > Bandit Revolver(1) RC > Sidewinder Loop


xx > 2D > Bandit Revolver(1) RC > j.S > j.D/j.H(weight dependant) > SW Loop
xx > {{clr|5|2D}} > Bandit Revolver(1) RC > {{clr|3|j.S}} > {{clr|5|j.D}}/{{clr|4|j.H}}(weight dependant) > SW Loop


xx > 2D > Tyrant Rave ver.Beta
xx > {{clr|5|2D}} > Tyrant Rave ver.Beta


Volcanic Viper(1) RC > 5K/c.S > 2H > SW Loop
Volcanic Viper(1) RC > {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|2H}} > SW Loop


Volcanic Viper RC > Sidewinder > SW Loop
Volcanic Viper RC > Sidewinder > SW Loop
Line 161: Line 389:
Sidewinder Loop > Tyrant Rave ver.Beta
Sidewinder Loop > Tyrant Rave ver.Beta


Sidewinder Loop > c.S/2H > FB Fafnir [whiff] > Tyrant Rave
Sidewinder Loop > {{clr|3|c.S}}/{{clr|4|2H}} > FB Fafnir [whiff] > Tyrant Rave




==='Corner'===
==='Corner'===


5K/c.S > 6P > 5K/5S > 2H > Air normal (character dependent) > Sidewinder > SW Loop
{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > {{clr|2|5K}}/{{clr|3|5S}} > {{clr|4|2H}} > Air normal (character dependent) > Sidewinder > SW Loop


(j.S) > 5K/c.S > 6P > Gun-Flame FRC > Empty Jump Sidewinder > SW Loop
({{clr|3|j.S}}) > {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > Gun-Flame FRC > Empty Jump Sidewinder > SW Loop


5K/c.S > 6P > (delay) Gun-Flame > (delay)2H > j.D > Sidewinder > SW Loop
{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > (delay) Gun-Flame > (delay){{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder > SW Loop


Dash 5K/c.S > 6P > Gun-Flame > 5H/2H > j.D , j.D > dj.D > Sidewinder > SW Loop (midweights and heavyweights)
Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > Gun-Flame > {{clr|4|5H}}/{{clr|4|2H}} > {{clr|5|j.D}} , {{clr|5|j.D}} > d{{clr|5|j.D}} > Sidewinder > SW Loop (midweights and heavyweights)


Dash 5K/c.S > 6P > Gun-Flame > 2H > j.D > Empty Double Jump Sidewinder > SW Loop (lightweights)
Dash {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|1|6P}} > Gun-Flame > {{clr|4|2H}} > {{clr|5|j.D}} > Empty Double Jump Sidewinder > SW Loop (lightweights)


[Dustloop:] xx > 6P , 5H/2H > j.D , j.D |> j.D, j.D |> j.K > j.D > dj.S > j.D > S Volcanic Viper  
[Dustloop:] xx > {{clr|1|6P}} , {{clr|4|5H}}/{{clr|4|2H}} > {{clr|5|j.D}} , {{clr|5|j.D}} |> {{clr|5|j.D}}, {{clr|5|j.D}} |> {{clr|2|j.K}} > {{clr|5|j.D}} > d{{clr|3|j.S}} > {{clr|5|j.D}} > S Volcanic Viper  


Throw > 5K(1) > j.P > j.K/j.S > Sidewinder > SW Loop (works on most characters)
Throw > {{clr|2|5K}}(1) > {{clr|1|j.P}} > {{clr|2|j.K}}/{{clr|3|j.S}} > Sidewinder > SW Loop (works on most characters)


Throw > 5K(1) > 6P , 2H > j.H Sidewinder > SW Loop
Throw > {{clr|2|5K}}(1) > {{clr|1|6P}} , {{clr|4|2H}} > {{clr|4|j.H}} Sidewinder > SW Loop


Air Throw 5K/c.S > j.KSD/j.SKD > j.Bandit Revolver > 5K(1) > (2H) > H Volcanic Viper
Air Throw {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|2|j.K}}SD/{{clr|3|j.S}}KD > j.Bandit Revolver > {{clr|2|5K}}(1) > ({{clr|4|2H}}) > H Volcanic Viper




==='25%+ Tension, Corner'===
==='25%+ Tension, Corner'===


CH 2D > Gun-Flame > FB Fafnir > dash 5K/c.S > 2H > j.S/H/D > SW Loop
CH/ClH FB Fafnir > dash c.S > 2H > j.S/j.D > Sidewinder Loop


xx > 6P > Gun-Flame FRC > Clean Hit Bandit Bringer |> dash 2H > j.D > Sidewinder > SW Loop
xx > {{clr|1|6P}} > Gun-Flame FRC > Clean Hit Bandit Bringer |> dash {{clr|4|2H}} > {{clr|5|j.D}} > Sidewinder > SW Loop


[50% tension] xx > 6P Gun-Flame FRC > Clean Hit Bandit Bringer |> Fafnir (whiff) > Tyrant Rave
[50% tension] xx > {{clr|1|6P}} Gun-Flame FRC > Clean Hit Bandit Bringer |> Fafnir (whiff) > Tyrant Rave


==Combo Theory==
==Combo Theory==
Line 200: Line 425:




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Revision as of 22:13, 20 December 2019

Combo Notation Guide Character Name Abbreviations
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:236+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

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
(5K/2K) > c.S > BR/VV any 103 ?? all Very Easy BR/VV connection range easiest to Hardest: AN > most characters > AB,DI,KL,KY > RO jOSf1hE54Hg 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, Very Easy Requires dash momentum:
AB, CH, ED, IN, JA, JO, MI, PO, VE
Link
f.S > (2S) > 5H > Fafnir any 99 ?? all Very Easy - Link
f.S > (2S) > 5H > [Fafnir > TR]/[FB Fafnir] 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.SH(D) > j.SVV > KD any ?? ?? all 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 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 Very Easy Universal Wild Throw Combo. Scores a knockdown.
j.P xN > j.sVV/hVV > KD any ~75-80 ?? all 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 Easy Extended air-to-air conversion for knockdown

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: 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.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, OR, VE, ZA 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 Easy Scores knockdown

Sidewinder Loop

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) 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
WT > dash j.D, SW ▷ 9j.S > SW ▷ dash 2H, BR Midscreen ~150 ?? TBD 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) Medium Scores knockdown 4PoVWbis4 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) 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
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 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 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 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 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 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 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 Easy Heavyweight specific combo
Wild Throw > 9j SW, (dash) 2H j.S SW, 8j SW, BR midscreen -- ?? TBD(Standard) Medium Link
Wild Throw > dash 5H > tk.8 SW, 5H 9j. SW, 8j SW, BR midscreen -- ?? TBD (Lightweights) Hard Link

Anti-Air Combos

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

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 corner ~230(c.s) ?? AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA Easy Scores knockdown Link
SW ver.
CH 5H (Standing Hit) > IAD j.S > j.D > SW Loop any ?? Medium Opponent must be standing
CH 5H (Standing Hit) > IAD j.S > j.H2H/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 ?? Hard
CH 2H > BB (whiff) ▷ Dustloop or Sidewinder Loop ?? Template:Difficulty
CH 2H > delay GF > IAD j.S/j.H SW > [] ?? Hard
combo ?? Template:Difficulty
CH 2D > GV (No - short mash) > [] ?? TBD 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 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


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

Meter Conversions
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Dash 5K/c.S > 6P, 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, OR, VE, ZA Easy Scores knockdown Link
SW ver.
xx > 2D > FB Fafnir > [dash 6P FB Fafnir] * 1-2 > TR corner ~280 -75-100 any 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) 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 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 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

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'

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

Video Examples

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