Combo Notation Guide | Character Name Abbreviations | |||||||||
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Character Specifics
Character | Weight Class | Grounded VV KD | 2x Rep Dustloop | Corner Throw, 5K | Corner 6P > CL GV | cr.CH 5H > 236[K] | 2D > CL GV | [SW Loop] ▷ c.S > 236K | corner CL/CH 41236D, CL GV | Comment |
---|---|---|---|---|---|---|---|---|---|---|
A.B.A | Heavy | Yes | Yes | Yes | Yes, immediate | Yes | No | Yes | No | - |
Anji Mito | Mid | Yes | Yes | Yes | Yes, slightly longer delay (hard) | Yes | No | Yes | Yes, slight mash (hard) | - |
Axl Low | Mid | Yes | Yes | No | Yes, slight delay | Yes | No | Yes | Yes, slight mash | - |
Baiken | V.Light | Yes | No | Yes | Yes, delay | Yes | Yes, 3+ hits prior/corner > 2D, moderate mash |
Yes | Yes, slight mash | - |
Bridget | V.Light | Yes | No | Yes | Yes, delay | No | Yes, mashless | Yes | Yes, mashless | - |
Chipp Zanuff | Mid | Yes | Yes | Yes | Yes, slight delay | No | No | Yes | No | - |
Dizzy | Light | Yes | Delay 6P > 5H/2H | No | Yes, delay | Yes | No | Yes | Yes3 | - |
Eddie | Mid | Yes | Yes | No | Yes, slight delay | No | No | Yes | No | - |
Faust | Mid | Yes | Yes | No | Yes, delay | No | No | Delay tk. SW before crossunder |
Yes, slight mash1 | Prone to reverse SW. Easily j.D > SW Looped |
I-No | Light | Yes | Delay 6P > 5H/2H | Yes | Yes, delay | Yes | No | Yes | Yes, slight mash2 | - |
Jam Kuradoberi | V.Light | Yes | Yes | Yes | Yes, delay | Yes | Yes, mashless | Yes | Yes, mashless | - |
Justice | Light | Yes | Delay 6P > 5H/2H | No | Yes, slight delay | Yes | No | Yes | No | - |
Johnny | Heavy | No | Very Tight | No | Yes, immediate | Yes | No | Add 2H | Yes, moderate mash | You generally want to add j.S before j.D in GV confirms due to weight. |
Kliff Undersn | V.Light | Yes | No | Yes | Yes, delay | No | Yes, very slight mash | Yes | Yes, slight mash | - |
Ky Kiske | Mid | All but CH HVV | Yes | Yes | Yes, slight delay | Yes | No | Yes | Yes, slight mash | - |
May | V.Light | Yes | No | Yes | Yes, slight delay | No | Yes, 3+ hits prior/corner > 2D, moderate mash |
Delay tk. SW before crossunder |
Yes, slight mash2 | - |
Millia Rage | Light | Yes | Delay 6P > 5H/2H | Yes | Yes, slight delay | No | Yes, very slight mash | Yes | Yes, slight mash | - |
Order-Sol | Mid | Yes | Yes | Yes | Yes, slight delay | Yes | No | Yes | Yes, slight mash | Tends to cross over on SW ▷ c.S confirms |
Potemkin | V.Heavy | Yes | Yes | Yes | Yes, slight delay | Yes | No | Add 2H | Yes | Prone to reverse SW. Easily j.D > SW looped. |
Robo-Ky | V.Heavy | Normal SVV only | Yes | Yes | Yes, very slight delay | Yes | No | Add 2H | Yes, mashless | - |
Slayer | Heavy | Yes | Yes | No | Yes, slight delay | Yes | No | Yes | No | - |
Sol Badguy | Mid | Yes | Yes | Yes | Yes, slight delay | Yes | No | Yes | Yes, slight mash | - |
Testament | Mid | Yes | Yes | Yes | Yes, delay | Yes | No | Yes | Yes, slight mash | - |
Venom | Mid | Yes | Yes | No | Yes, delay | Yes | No | Yes | Yes2 | Venom is thin, can fall out of common SW conversions. |
Zappa | Mid | Yes | Yes | No | Yes, delay | No | No | Yes | Yes, slight mash | - |
- *: to be verified
- 1: does not work point blank. Can work from a bit outside the corner.
- 2: does not work point blank. Needs a few normals beforehand or can work from a bit outside the corner.
- 3: max mashless GV range to CL. Slight mash gives better position whilst still retaining CL.
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.
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 | 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. | 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. | Link |
j.P xN > j.sVV/hVV > KD | any | ~75-80 | ?? | all | Very Easy | Basic air-to-air conversion for knockdown. | Link |
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. | Link |
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:
- Sol needs dashing momentum and generally need to be able to reach the corner.
- 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).
- Based on how the launch started, Sol may be able to do another rep (usually no more than three preceding normals/moves).
- Afterwards, DLoop is usually ended with dash j.K/S > j.D > dj.S > dj.D > j.SVV > TO.
- Dustloop can also be used to setup up a BR Loop or SW Loop for very high damage.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K(1)/c.S > 6P, 5H > j.D, j.D ▷ j.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, HOS, VE, ZA | Medium | 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, HOS, VE, ZA | Medium | Scores knockdown |
Sidewinder Loop
First, watch VrRaiden's Beginner Sidewinder Tutorial
This will help to grasp on some ground rules and salvages regarding Sidewinder Loops.
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:
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K/c.S > 2D > BR(1) RC > SW ▷ [j.S > SW]*2 > BR | Anywhere | 204 | -50% | All except PO, RO | Medium | Basic BR RC SW loop combo. Scores knockdown. | Link |
WT > delay j.S > SW ▷ [j.S > SW]*2 > BR | Anywhere | 145 | +30%~ | All | Easy | Basic WT SW loop combo. Scores knockdown. | Link |
Dash 5K/c.S > 6P > 5H > j.D > delay SW ▷ [j.S > SW]*3 > BR | Corner | 253 | +30%~ | TBD | Medium | Basic corner SW loop combo. Scores knockdown. | Link |
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 | 133 | +25%~ | TBD | Medium | Scores knockdown | Link |
5K > c.S > 2D > BR(1) RC > SW ▷ walk 2H > j.S > SW ▷ 2H tk.8 SW ▷ 2H > BR | midscreen/cornered | -- | ??-50 | TBD(standard) | Medium | Scores knockdown | Link |
5K > c.S > 2D > BR(1) RC > SW ▷ [9 > SW] * 2 ▷ dash j.S > j.D > dj.S > j.SVV > KD | midscreen/cornered | -- | ??-50 | TBD(lightweight) | Hard | Scores knockdown | Link |
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 |
Throw Combos
Sol can score conversions off of both regular and airthrow in the corner. Airthrow will lead to short conversions or with meter outside of the corner. Wild Throw is your best bet for damage, but is of course a bit slower than regular throw.
NOTE: 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 | Medium | 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 | Medium | 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 | Medium | 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 | Medium | 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 | Medium | 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 | Medium | - | - |
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
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
TBA | - | - | ?? | - | - | - | - |
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
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.H ▷ 2H/5H > GV > SW Loop | ?? | Medium | - | ||||
CH 6P > GF > IAD j.S/j.H(1/2) > SW > SW Loop | midscreen/round start | ?? | Medium | - | |||
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW | midscreen/round start | ?? | Hard | Requires crouching hit confirm. See Character specific table above, list to be added here later | - | ||
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW | near Corner | ?? | Hard | ||||
CH 2H > BB (whiff) ▷ Dustloop or Sidewinder Loop | ?? | Medium | Built in burst bait. Bursting the BB before it even starts will often cause the burst to whiff. | - | |||
CH 2H > delay GF > IAD j.S/j.H SW > [] | any | ?? | Hard | - | |||
TBD | ?? | ?? | |||||
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
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
xx > 2D > CL 41236D > [dash 6P > CL 41236D] * 1-2 > 64D | corner | ~280 | -75-100 | any | Easy | Easy big damage corner combo | |
xx > 2D > CL 41236D > dash 6P > 5H/2H > j.D > Sidewinder Loop | corner | 250-300 | ?? | any | Medium | Works on CH FB Fafnir | |
( (Dash) 5K/c.S > 6P) > [236P FRC > CL 236[K]] * 2-3 > whiff-41236H > 64D | corner | ~350 | -100 | SO, KY, TE, AN, VE, OR (modifiers 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 | link |
(f.S) > 5H > 41236H RC > GV > [1 j.D Sidewinder Loop] | any | ~200 | ??-50 | any | Medium | Universal Fafnir RC conversion | |
(f.S) > 5H > 41236H RC > 2D > No-Short Mash GV > empty jump 9j.236H ▷ 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 | ?? | ?? | |||||
combo | ?? | ?? |
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)
Older combo listing
'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
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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