GGACR/Sol Badguy/Combos: Difference between revisions

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CH 5H > Instant Air Dash j.S > j.D > SW Loop
CH 5H > Instant Air Dash j.S > j.D > SW Loop
*Opponent must be standing


CH 5H > Instant Air Dash j.S > j.H |> 5K/5S > 2H/5H > Ground Viper Clean Hit > SW Loop
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
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 > 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
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.


(near the corner)CH 6P > Clean Hit Bandit Bringer > Dash 5K/2K/c.S > 2H > j.D > Sidewinder > SW Loop
(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 > Whatever the hell you want.
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'===
==='25% Tension, Counter Hit, Midscreen'===

Revision as of 20:38, 10 November 2017

Combo Notation Guide
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:2Template:3Template:6GGD.png becomes 236GGD.png.
> = 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.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
(JC) = Jump Cancel
(HJC) = High 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.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

Basic Combos

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

Sidewinder Loop

Sol's Bread and Butter. Big damage, no meter. Simple? Yes. Easy? Not quite: practice up and get that precision down!

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.


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.


'Midscreen'

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

xx > 5H > Ground Viper Clean Hit > SW Loop

xx > 2D > Ground Viper Clean Hit > SW Loop (Jam and Bridget only)

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

2K > 2H > 2D

dashing 2K > c.S > 2D > Bandit Revolver or Volcanic Viper (character specific)

5S > 5H/2H > Ground Viper Clean Hit > SW Loop

5K/2K > 2H > Ground Viper Clean Hit > SW Loop

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

5D > j.D > dj.D > dash 2H > j.S > SW Loop


'25% Tension, Midscreen'

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

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

xx > FB Fafnir

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


'Counter Hit, Midscreen'

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'

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'

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'

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

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

Combo Theory

Video Examples