GGACR/Sol Badguy/Combos

From Dustloop Wiki
< GGACR‎ | Sol Badguy
Revision as of 19:23, 14 March 2018 by Shtkn (talk | contribs)
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. SW Loop usually ends with Bandit Revolver in order to score a knockdown. Some examples of SW loop include:

  • Midscreen, opponent at starting position: WT > dash j.D, SW |> 9j.S > SW |> dash 2H, BR. (~150 dmg)
  • Midscreen: opponent at starting position: 5K > 2D > BR [RC] SW |> 8j.S > SW |> 9j.S > SW |> BR. (~190 dmg)
  • Corner: dash c.S > 6P, 5H > j.D, SW |> Dash under 2H > 9j.S > SW |> c.S/2H > BR
  • Corner: airdash j.S, j.H |> (5K) 6P, 5H > j.D, SW |> dash under c.S > 2H, tk.SW (2369) |> c.S > BR (~200 dmg, knocks them back down into the corner).

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. Examples include:

  • Midscreen, opponent no further than half screen from the corner: WT > dash j.D, j.D |> dash j.D, j.D |> dash j.S > j.D > dj.S > j.D > SVV > KD (~140 dmg)
  • Corner: dash 5K > 6P, 5H > j.D, j.D |> j.D, j.D |> dash j.S > j.D > dj.S > j.D > SVV > KD (~230 dmg)

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.

'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