Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
The Sidewinder loop is +R Sols most iconic and most common combo, for good reason. They do a lot of damage, look flashy, and can be routed into from just about anything. However although it seems like clean hit Sidewinder is an incredible combo stabilizer, the reality is much murkier than that. Your main goal in a Sidewinder loop is to maximize the amount of clean hits you can do while manipulating your opponents height and camera position to get them to the right position to end with bandit revolver.
The Basics
The simplest and suggested beginner Sidewinder combo is:
623K > 9 > j.S > CL j.236H > 2H > 9 > j.S > CL j.236H > 8 > j.S > CL j.236H
Since SW loops are so dependent on weight class, screen spacing and character it is suggested to do this combo on testament in the midscreen, though it can work out of the corner as well.
Let's break this down per Sidewinder.
The first Sidewinder is fairly simple, j.S SW should clean hit on every character in the game after wild throw. Although there are more damaging ways to open a combo after wild throw this is the basic and consistent one.
Although it may be tempting to go right for another j.S after the first one, its often better to wait for them to drop into a 2H before following up. This allows the neutral jump that follows to be more consistent.
Waiting for them to drop into 2H generally gets you higher relative to your opponents. Generally if you hit your opponents clean hit box on the "lower" part of it they will launch more at a upwards angle, something around 60 degrees. However if you are on the "upper" part of the clean hitbox they might launch at something closer to a 30 degree angle. Mess around with it yourself!
Finally with the last Sidewinder the neutral jump is very important. Generally sidewinders after neutral jumps will launch them at a perfect spacing for a bandit revolver ender.
Note that this combo will work on most of the class, but not characters tagged as super lightweight.
Moving Forward
Once you get the hang of this combo and have it consistent, try messing around with things to get a better idea yourself. Here are some concepts to mess around with:
Sometimes if you are using j.S and feel like you are too low to get the clean hit, try using j.H instead.
What if you tried a replacing the j.S with something like a dashing j.D? How about a dashing 2H?
Can you get 4 clean hits and still knock down? (Hint: you should try starting it midscreen and throw them towards a corner)
Midweights
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
Midscreen 10 Hit GV combo70% off a 3 frame normal
Medium
5K(1) > c.S > 5H > 214S(8) > [ j.S > CL j.236H ] x3 > 236K
This is generally going to be a fairly simple but highly damaging confirm off 5K(1) in neutral. 5K into c.S is a safe hitconfirmable string on block which can lead into resets or frametraps.
The [ j.S CL j.236H ] x3 is going to usually have different jump directions for each. Generally your first jump will always be a forward jump (9). After that its going to usually be either two neutral jumps (8) or one more forward jump (9) into a neutral jump (8). However, feel free to experiment and adjust for the situation at hand!
Corner/Midscreen to corner 10/11 hit GV comboGreat damage and keeps the corner!
Hard
5K(1)/(2) > c.S > 5H > 214S(8) > j.D > dl CL j.236H > 7j.S > CL j.236H > 66 > 2H > j.S > j.K > CL j.236H > j.S > j.K > CL j.236H > 236K
A very damaging, and more character/gravity specific than the previous one. However, this combo does keep the corner, and allows for an untechable OTG with 2K > c.S > f.S for some extra damage. Note that this extension does built a significant amount of burst and meter for your opponent!
The j.K after j.S sometimes has to be omitted to properly clean hit, however that will usually mark an end to the combo as the launch angle will not be optimal for follow up. It is primarily used to adjust yourself to the correct height and set the launch angle correctly for the follow up to properly land.
The first SW after j.D needs to be HEAVILY delayed, and the next jump is ideally a backwards jump(7) although at very high gravity levels you can neutral jump(8) instead.
This combo does not work on/is extremely difficult on:
Normal Sidewinder
Basic building block of sidewinder combos, and will be seen in the vast majority of them.
j.S > j.236H
TK Sidewinder
Use of a tigerkneed sidewinder out of a normal will consistently cause them to cross over you midscreen.
5H/2H > j.2369H
2H 8SW
Similar technique to TK Sidewinder except that it will usually cause your opponent to not cross you up. Easily loopable on its own. Buffer the jump input during the hitstop of 2H for the best results.
2H > 8 > j.236H
c.S 2H SW
Often accompanied by a dash beforehand, this technique is used after a sidewinder close to the corner to continue the combo as they cross over you.
(66) > c.S > 2H > 9 > j.236H
josho sidewinder for TK sidewinder
kakari sidewinder for 9 jSW
ushiro sidewinder for 8 jSW