GGAC/Sol Badguy: Difference between revisions

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! '''Bandit Revolver'''
! '''Bandit Revolver'''
Ground Bandit Revolver is used at the end of Sidewinder loops for knockdown, and also for ground gatling combos for knockdown. Air Bandit Revolver has an FRC point on it during some active frames and startup frames. Air Bandit Revolver FRC can be used for a variety of this such as working as an airdash for 25% meter, while keeping air options, can be comboed from 5K/5S, effectively allowing Sol to do big damage for half the meter, can be used to close distance as the momentum he carries after the FRC is very fast. It can even fuzzy and be used in pressure. Dragon Install Bandit Revolver can be looped very easily, 5K>BR>land 5K>BR xN.
Ground BR: Frames 1-3 invincible to strikes. Airborne from frame 9 on. 1st hit floats on hit (untechable for 26F). 2nd hit plummets and causes knockdown on air hit. Auto jump installed. Sol is crouching during landing recovery.
Ground BR (DI): Frames 1-3 invincible to strikes. Airborne from frame 9 on. Hits 1-3 float on hit (untechable for 26F). 4th hit plummets on air hit (untechable for 26F). Auto jump installed. Sol is crouching during landing recovery.
Air BR: 1st hit floats on ground hit (untechable for 24F). Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F. FRC timing: Frames 6-8. Attack level is 1 on block. Sol is crouching during landing recovery.
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! '''Ground'''
! '''Ground'''
|-
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|  {{AttackData-GG|24,36|1.50/4.280x2|10x2|7,9|3|HLF|R|9|5(11)9|2+8 Landing|-4}}
|  {{AttackData-GG|24,36|1.50/4.280x2|10x2|7,9|3|HLF|R|9|5(11)9|2+8 Landing|-4}}
Ground Bandit Revolver is used at the end of Sidewinder loops for knockdown, and also for ground gatling combos for knockdown. Air Bandit Revolver has an FRC point on it during some active frames and startup frames. Air Bandit Revolver FRC can be used for a variety of this such as working as an airdash for 25% meter, while keeping air options, can be comboed from 5K/5S, effectively allowing Sol to do big damage for half the meter, can be used to close distance as the momentum he carries after the FRC is very fast. It can even fuzzy and be used in pressure. Dragon Install Bandit Revolver can be looped very easily, 5K>BR>land 5K>BR xN.
Ground BR: Frames 1-3 invincible to strikes. Airborne from frame 9 on. 1st hit floats on hit (untechable for 26F). 2nd hit plummets and causes knockdown on air hit. Auto jump installed. Sol is crouching during landing recovery.
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! '''Aerial'''
! '''Aerial'''
|-
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|  {{AttackData-GG|22,20x2|2.00/3.00,7.20x2|3x3|7x3|2|any|RF|6|3(14)4,2|12 Landing|-}}
|  {{AttackData-GG|22,20x2|2.00/3.00,7.20x2|3x3|7x3|2|any|RF|6|3(14)4,2|12 Landing|-}}
Air BR: 1st hit floats on ground hit (untechable for 24F). Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F. FRC timing: Frames 6-8. Attack level is 1 on block. Sol is crouching during landing recovery.
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! '''Dragon Install'''
! '''Dragon Install'''
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|  {{AttackData-GG|20x3,50|0.75/4.80x4|14x3,15|6x4|4x3,5|HLA|R|7|3,3,3(9)9|3+7 Landing|+3}}
|  {{AttackData-GG|20x3,50|0.75/4.80x4|14x3,15|6x4|4x3,5|HLA|R|7|3,3,3(9)9|3+7 Landing|+3}}
Ground BR (DI): Frames 1-3 invincible to strikes. Airborne from frame 9 on. Hits 1-3 float on hit (untechable for 26F). 4th hit plummets on air hit (untechable for 26F). Auto jump installed. Sol is crouching during landing recovery.
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Revision as of 21:26, 22 March 2012

File:So.jpg
Fredrick "Sol" Badguy

Overview

Guts Rating: 1
Defense Modifier: x1.00
Stun Resistance: 60
Strengths: Wild Throw(Command Grab), Hands down one of the best DPs in the game Volcanic Viper, Very Good 3 frame Anti Air(5K), Midscreen and corner BnBs are damaging.
Weaknesses:Can't deal with good zoning. Telegraphed blockstrings and overheads.
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash

Move List

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Note: Data in [] refers to Sol in Dragon Install.

Normal Moves

Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.

5P
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Nothing too special about 5P, not recommended for anti air use, as 5K is better. Can be used for tick throw setups for Wild Throw. 80% proration (no proration in DI).


5K
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3 frame startup and hitboxes make this move a very good anti air. 5K(2) has a hitbox above and in front of Sol. On air counter hit can be confirmed somewhat easily into air combo>VV>knockdown.


c.S
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Can be gatling'd into from 5K and 2K, mostly for midscreen meterless combos and 2K>c.S can serve as a bit of a frame trap.


f.S
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f.S has a far reaching hitbox that can be used in footsies. If you land f.S, the most you can do is 2S>5H, distance depending. It is also a useful corner pressure tool, to hit people out of poking attempts.


5H
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Slow startup, but can be confirmed on hit or counter hit into Grand Viper's clean hit into a Sidewinder loop. On CH, it is possible to Instant Air Dash jS and continue into a Sidewinder loop. This move is jump cancelable but is -9 so it's not a good idea to be predictable with it.


6P
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6P will beat out a lot of poke attempts and can be confirmed into a combo from corner or midscreen. Has some upper body invulnerability so it can be used as an anti air. 2P>6P is also a good frame trap available for use.

Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility. Frames 9-13 [5-7] above the knees invincibility. Wall bounces on hit (on ground hit untechable for 28F). 90% proration (no proration in DI).


6H
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On hit, this move is insane. Everywhere else, it's very punishable. Therefore, it should only be used as a punish, or if you play a really random sol, used in footsies... or as a meaty. Leads into very very damaging combos, and can combo into Gunflame or Grand Viper.

Staggers on ground hit (max: 35F). DI version doesn't stagger. Dizzy modifier x1.5. In CH state for entire duration.


5D
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Sol's Dust. It is an overhead and the ensuing homing jump can be used to start a Sidewinder loop if the Impossible Dust combo is used, if not try to get as much damage as possible and end with VV>knockdown.

CH state from Frames 1-30.


Dead Angle Attack

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Can be combo'd off meterlessly of if done near/in the corner... not much else to say, it uses 6P's animation so if anything it can possibly be low profiled but not crouched under. Something silly like Grand Viper might be able to beat this.

Frames 1-13 invincible. Frames 14-33 invincible to throws. Frames 14-23 upper body invincibility. Wall bounces on hit (untechable on ground hit for 28F). 50% proration.


2P
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Good tool for pressure and tick throws. Has its use in frame traps as well. 80% proration (no proration in DI).


2K
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2K is a low and gatlings into 2H which can combo into Grand Viper, allowing you to convert a low into damage. Can also be used to go into Wild Throw in a tick throw setup. 70% proration (no proration in DI).


2S
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Good normal because of the range it covers. It's also +3 so it's a good normal to end blockstrings with, or if done close up, can be used for a Wild Throw setup if your opponent doesn't expect it.


2H
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Hitbox is a little in front and above of Sol. It can beat high priority jump-ins or at least trade with them, better than 5K would. However this move is a little slow, so it's not exactly advised. Used mostly in relaunches and comboing into Grand Viper. Free combo on CH. Floats on CH (untechable for 52F) (DI version doesn't float). 90% proration.


2D
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This move is just amazing with a variety of uses and is probably Sol's best normal. Sol is in a low profile state through most of this move's duration, he can actually 2D under ground bursts and be avoid them. This move can be used to avoid things like Ky's Stun Edges, Johnny's Coins, Jam's Ryuujin, and many others by 2Ding under them. This move is also a low, and leads into big damage by special cancelling into Bandit Revolver or if it's on CH Gunflame>FRC or Gunflame>Fafnir. Frames 4-23 [3-15] low stance.


j.P
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Because of its speed, it's a valid air to air, and has it's uses to anti air jump-ins such as Slayer jH. It can also be used in combos such as CH 2D>Gunflame>(jP is not necessary because jK can work but it's a tight link. jP makes this much more forgiving and easier)>jK>Sidewinder


j.K
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Has good horizontal range and can be used as an air to air. Gatlings into jS so a conversion into knockdown is possible.


j.S

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Jump-in of choice. Not a high priority jump-in but it can be used to do safe jumps. Most used in air combos and Sidewinder loops. 90% proration (no proration in DI).


j.H
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0 Recovery frames. Not a typo at all. This move has some very interesting uses, and during its duration, Sol's hitbox changes, making him hard to be hit or air grabbed. The attacking hitbox is in front and slightly below him. It is actually possible to hit with the last few active frames of this move and airdash afterwards for a fuzzy guard 50/50 on certain (tall) characters. Large amount of active frames make this move popular for Sidewinder loops by using 2H>jH>Sidewinder. Untechable on air hit for 17F (doesn't apply to DI version).


j.D
TEYAH

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There was once a time when this move was its own combo, namely the Dust loop. It's not necessarily bad, it still has a good hitbox and on counter hit gives wall bounce. jD is used in Sidewinder loops to reach max possible damage. Since it floats on hit, it is possible to do something like Instant Air Dash jS>jD>Sidewinder or land Fafnir to go into a Sidewinder loop. Blowback on normal hit (untechable for 23F). Wall bounces on CH (untechable for 54F). Additional 5F landing recovery. 90% proration.


Throws

Throw
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Can be followed up in the corner on certain characters with 5K. Bandit Revolver looping after 5K leads to about 15-20% damage+knockdown. Floats on hit. 50% forced proration.


Air Throw
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Can also be followed up in some cases with Fafnir. Sidewinder loop after Fafnir is possible. Floats on hit (untechable for 60F). Dizzy modifier x1.5. 50% forced proration.


Special Moves

Gun Flame (236P)
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Gun Flame
Normal
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This move is integral to Sol's pressure game. FRCing Gunflame allows you run in and continue pressure strings. It is also a very very damaging combo starter. If done too close to the opponent without FRCing, it's punishable. It's not recommended to end blockstrings with Gunflame all the time, unless you can FRC.

Gunflame:Floats on hit (untechable for 28F). CH state till end of recovery. Chip damage x2. FRC timing 14-15. Flame appears on frame 19. Damage, Active, and Level vary depending on which of the 4 flames hits. Flames appear on frames 21,31,39 and 42. Gunflame can only hit once.

Dragon Install
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Gunflame (DI): Floats on hit (untechable for 40F). CH state till end of recovery. Hit stop 6. Chip damage x2. FRC timing: 21-22. Flame goes through other projectiles.



Gun Flame Feint (214P)
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Gunflame Feint actually has a hitbox at Sol's foot which puts him in counter hit state, but also counts as whiffing a special move which is important because it can be whiffed to build meter, which is always good against a faltering opponent. CH state till end of recovery.


Volcanic Viper (623S/H or j.623S/H)
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Volcanic Viper
Volcanic Viper S
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The greatest. Ever. If you know when your opponent will do something unsafe, this move will make them ever regret trying in the first place. Invulnerable during startup frames up until active frames, it also serves as a meterless reversal. It has a great hitbox, and is all around a good move, however punishable. It is possible to input the command for knockdown on whiff to delay your landing by giving yourself more air time. There will times when you use this move and get away unpunished. On counter hit, you can actually land and run up 5k relaunch for a meterless Sidewinder loop. Used in combos for knockdown into oki.

VV S: Frames 1-9 invincible. Frames 10-13 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F). Can follow-up to Knockdown from frames 24-40. Sol is crouching during landing recovery.

Aerial Volcanic Viper S
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Air VV S: Frames 1-9 invincible to strikes. Floats on hit (1st hit untechable for 36F, 2nd hit for 27F). Can follow-up to Knockdown from 19-35. Sol is crouching during landing recovery.

Dragon Install Volcanic Viper S
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VV S (DI): Frames 1-9 invincible. Frame 10 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F). Sol is crouching during landing recovery.

Volcanic Viper H
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VV H:1-6 invincible. 7-11 invincible to strikes. Airborne from frame 7 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 36F). Can follow-up to Knockdown from 28-44. Sol is crouching during landing recovery.

Aerial Volcanic Viper H
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Air VV H: Frames 1-9 invincible to strikes. Floats on hit (1st hit untechable for 38F, 2nd hit for 36F). Can follow-up to Knockdown from 32-44. Sol is crouching during landing recovery.

Dragon Install Volcanic Viper H
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VV H (DI): Frames 1-9 invincible. 1st hit floats and causes knockdown. All other hits cause float (untechable for 60F) and have hit stop 0. 1st hit dizzy modifier x2.0. Can follow-up to Knockdown from frame 63. Sol is crouching during landing recovery.

Aerial Dragon Install Volcanic Viper
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Air VV (DI): Frames 1-9 invincible. Frames 10-11 invincible to strikes. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F). Sol is crouching during landing recovery.



Knockdown (214K during Volcanic Viper)
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Always used after VV for hard knockdown. Plummets on hit (untechable for 30F). Sol is in CH state while falling. Sol is crouching during landing recovery.


Grand Viper (214S)
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This move is a bit silly, being in low profile state most of the time and leading into ridiculous amounts of damage on hit. It is very unsafe on block and it is possible to throw Sol before he hits with the last part of Grand Viper. In order to get a Clean Hit with Grand Viper you have to wiggle the joystick/dpad directions while pressing 2 buttons at the same time, and there is a certain timing to get the Clean Hit.

Frames 1-4 above the knees invincibility. While advancing, Frames 5-16 invincible above the feet. Advancing part: 1st-6th hits are untechable on air hit for 26F. Causes 24F of hit stun on a standing opponent. Hit stop 6F. Dizzy modifier x0.25. 80% proration. 7th hit of the advancing part floats on hit (untechable for 28F). Hit stop 6F. Finishing hit (the uppercut) floats on hit (untechable for 42F, 64F for Clean Hit). Listed frame data is for a Grand Viper that does the maximum number of hits.


Bandit Revolver (236K or j.236K)
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Bandit Revolver
Ground
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Ground Bandit Revolver is used at the end of Sidewinder loops for knockdown, and also for ground gatling combos for knockdown. Air Bandit Revolver has an FRC point on it during some active frames and startup frames. Air Bandit Revolver FRC can be used for a variety of this such as working as an airdash for 25% meter, while keeping air options, can be comboed from 5K/5S, effectively allowing Sol to do big damage for half the meter, can be used to close distance as the momentum he carries after the FRC is very fast. It can even fuzzy and be used in pressure. Dragon Install Bandit Revolver can be looped very easily, 5K>BR>land 5K>BR xN.

Ground BR: Frames 1-3 invincible to strikes. Airborne from frame 9 on. 1st hit floats on hit (untechable for 26F). 2nd hit plummets and causes knockdown on air hit. Auto jump installed. Sol is crouching during landing recovery.

Aerial
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Air BR: 1st hit floats on ground hit (untechable for 24F). Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F. FRC timing: Frames 6-8. Attack level is 1 on block. Sol is crouching during landing recovery.

Dragon Install
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Ground BR (DI): Frames 1-3 invincible to strikes. Airborne from frame 9 on. Hits 1-3 float on hit (untechable for 26F). 4th hit plummets on air hit (untechable for 26F). Auto jump installed. Sol is crouching during landing recovery.



Bandit Bringer (236[K])
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This is an overhead, a very very slow overhead. If used sparringly, it has its uses. It also has an FRC point before the startup of the punch. On hit, it will floor slide, allowing you to combo into a Sidewinder loop. Fun fact: Bandit Bringer loops on Potemkin in the corner.

Frames 1-3 strike invincible. Airborne from frame 9 on. Causes slide effect on hit (untechable for 65F, slide for 50F). Causes ground bounce on CH (untechable for 140F). FRC timing: Frames 18-20. 66% proration. Startup of 32F to hit crouching opponent (tested on Sol). Sol is crouching during landing recovery.


Riot Stamp (214K)
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This move is also an overhead. It has an FRC point before the active frames begin and has hilarious uses and can actually be used to bait things. It also is a good starter, capable of doing anywhere from 40% to 65% damage. If used right in the corner, it's practically an instant overhead.

Airborne from frame 1 on. Wall bounces on hit (untechable for 28F). Sol is not in a CH state until the active frames start. FRC timing Frames 9-12 frames after reaching the wall. Auto jump installed. Attack startup is 9F after Sol reaches the wall. Startup of a Riot Stomp done when Sol is right next to the wall is 14F.


Wild Throw (623K)
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The real reason (beside Sidewinder) that you play Sol. This is a command grab, and it is the bane of people's existence. Can be followed up meterlessly on the entire cast for anywhere between 25%-45% damage, character dependent. On lightweights, it's actually possible to do Instant Air Dash jS>Sidewinder>empty jump SW loop, and is optimal, but harder.

1-14 Sol is in CH state. Whiff animation: 35F. 55% forced proration.


Sidewinder (j.236H)
JAMA DA

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Your other reason for playing Sol. Staple combo move. Wallbounces on Clean Hit, and allows you to continue for about 2 or 3 more reps while still giving knockdown. Sidewinder loops generally go on for 3-5 Sidewinders and can still end in Bandit Revolver. All Sidewinder mentions in are assuming Clean Hit.

Wall bounces on hit (Clean hit untechable for 56F). Sol is in CH state while falling and in landing recovery. Dizzy modifier x0.5. 70% forced proration. Sol is crouching during landing recovery.


Force Breaks

Fafnir (41236D)
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This used to be just a normal move, but now it's a force break. It's actually strike invulnerable during startup, and leads into 50% on counter hit/Clean Hit. Has a Clean Hit property, but only in the air.

Frames 1-7 invincible. Wall bounces on hit (untechable for 32F, 64F on clean hit.) Inflicts 26F of block stun when blocked. 70% forced proration. Can follow-up to Tyrant Rave from 12-17.


Tyrant Rave (46D during Fafnir)
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The follow up to Fafnir. It's unburstable so Wild Throw>whiff Fafnir>Tyrant Rave can be used to end a round if necessary. It does good chip damage, and if Sol trades with this part of the move, it's in his favor. Wall bounces on hit (untechable for 40F), cannot be bursted (burst is disabled the moment Tyrant Rave starts). Dizzy modifier x0. Chip damage x2. Hits 1-3 have 80% proration.


Overdrives

Tyrant Rave v.Beta (632146H)
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If done at distance it's almost safe, because the opponent will be too far to punish. Has invulnerability frames and is unburstable, but if you wanted to use this as reversal, it's a better idea to use VV. One very funny setup is to Tyrant Rave Beta(1)>RC>run up Wild Throw. They'll never see it coming.

Frames 1-8 strike invincible. 1st hit causes knockdown. 2nd hit wall bounces (untechable for 40F). Dizzy modifier: 1st hit: x0.25, 2nd hit: x0. Chip damage: 1st hit: x1.5, 2nd hit: x2.0. 2nd hit has 70% forced proration. 2nd hit RCable provided the first attack hits or is blocked. 2nd hit can pass through projectiles.


Dragon Install (214214S)
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This move is mostly bad, but can be good, rarely. If you get knocked down, say goodbye to the round. You lose all tension on knockdown. This move lasts longer the less health you have, and you progressively gain tension automatically. Most of Sol's moves become + on block AND ALL of them are faster (5D becomes a 16 or 17 frame overhead), but less active. Sol also moves extremely fast.

Frames 1-18 invincible. Frames 19-21 invincible to strikes. During DI, tension increases at a rate of 0.1% per frame. DI cannot be used during DI. DI duration: base time of 360F + 1F for every health point below 210. Dragon Install duration drains during hit stop and super freeze. Recovery animation: 36F total, CH state throughout. Tension reduced to 0, negative penalty effect, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating.


Dragon Install Second (214214214214P+H)
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All the same applies to this from normal Dragon Install, except this one drains your life to keep up and is permanent until the round ends.

Requires 100% tension. After the super-freeze, will Install even if hit. Install mode is permanent. Tension gained is 20% original value. Health steadily decreases.


Instant Kill

Napalm Death (236236H)
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Hitbox is Sol's body. Will whiff on crouching characters. Only "safe" use is on a stunned opponent who's hitbox isn't crouched down. Some examples of who can be hit while stunned: Ky, Johnny, Potemkin.

IK activation: 76F. CH state till landing.


Strategy

Tactics

As a rushdown character, you excel in close range. Therefore your gameplan is to get in, and stay in, where your normals reach and do their job. You can also play footsies and poke with your farther range normals. You want to be on the offense and use your lows and other normals in combination with Wild Throw to keep the opponent guessing. 5D should be used sparingly, as it ends your momentum if blocked, or have 50% tension to RC. 5K allows you anti air reliably, as well as Volcanic Viper. You can play Sol in a way where you punish your opponent for doing things, or you can play him in a very offensive, rushdown based way. Hell, you could even play him totally randomly, it's not like a Sol playing that way didn't win a major tournament.


Basic Combos


Midscreen

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

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

xx>2D>Grand Viper Clean Hit>SW Loop (certain characters only)

5S>2S>5H

2K>2H>2D

5S>2H>Grand Viper Clean Hit>SW Loop

2K>2H>Grand Viper Clean Hit>SW Loop

6H>Grand Viper>SW loop

6H>Gunflame>(jP)>jK>Sidewinder>SW Loop


25% Tension Midscreen

5K>5S>2369K FRC>jS>Sidewinder>SW Loop

Airdash jS>jD>Fafnir>SW loop

Gunflame FRC>Sidewinder Loop


Counter Hit Midscreen Combos

CH 5H>Instant Air Dash jS>jD>Sidewinder>SW Loop

CH 5H>Instant Air Dash jS>jH>land 5K/5S>2H/5H>Grand Viper Clean Hit>SW Loop

CH H Volcanic Viper during later active frames>run up 5K relaunch> SW Loop


25% Tension Counter Hit Midscreen Combos

CH 2D>Gunflame>Fafnir>SW Loop

CH 2D>Gunflame FRC> Empty Jump Sidewinder(Add air normals if necessary)>SW Loop


50% Tension Combos

xx>2D>Bandit Revolver(1)>Sidewinder>SW Loop

Volcanic Viper(1) RC>5K>2H>SW Loop

Volcanic Viper RC>Sidewinder>SW Loop

Sidewinder Loop>Tyrant Rave Beta


Corner Combos 5K/5S>6P>5K/5S>2H>Air normal(character dependent)>Sidewinder>SW Loop

5K/5S>6P>Gunflame>(jP)>jK>Sidewinder>SW Loop

5K/5S>6P>Gunflame FRC>Empty Jump Sidewinder>SW Loop


Sidewinder Loop

Once the opponent is launched you have options depending on where on screen you are and distance to the corner, and what character you're fighting. Most basic loop is forward jump jS>Sidewinder. Other variations include dash 2H>Neutral/Back/Forward Jump Sidewinder (note, not a TK SW), dash 2H>forward jump jH>Sidewinder, Empty Forward (neutral may work once on certain characters after reaching the corner) Jump Sidewinder. jP and jK>Sidewinder also work, but do less damage and prorate badly.

Gatling Chart

Frame Data and Gatling Chart

Alternate Color Chart

P K S H D
AC
EX
Slash
#R

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