unsmart
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I'll assume you mean clean hit combos, because AFAIK those are the most useful. The only way to learn how Sidewinder combos is to mess around in training mode with every character. The loop itself is usually the same, or with minor variations (like j.H might be easier than j.S or 5H is easier than 2H). But the trick lies in the slight differences in timing due to character weight and their clean hit box. Also the combos (combo segments would be more apt) are location specific - not simple like midstage/corner, but more like deep corner, half a screen from corner, middle facing corner, the rest of stage, and full stage. So while it's helpful to know canned combos, it's more helpful to understand what sequence to start with depending on the situation and go from there, performing the appropriate combo segment at the appropriate time. That way if you make a slight error in timing, you'll know how to adjust on the fly rather than try to make some preconceived combo work. It's kind of like Iron Man's infinite in MvC2: you have to know each launch setup to get the height right for the infinite, how to fix the height by adding a kick when you mess up slightly, and how to combo proton cannon before the game unjuggles. Basic stuff you should notice is j.S-SW will clean hit if Sol is slightly above their clean hit box since j.S sucks them towards him, j.H-SW will clean hit if Sol is the same level, and j.D-SW does the best damage, but will only clean hit when Sol is really deep because of blowback so you mostly do this in the corner or while dashing or both. So you do j.S when they're lower, j.H when they're higher, and j.D when you can. Another thing is clean hit untechable time starts out large, but diminishes slightly with each clean hit, very noticeably after the 4th, since this is the point where you need precise height, timing, and proximity to still get that knockdown (usually provided by the corner). This brings up the final component - the wall. Its location determines what you'll want to do. Usually, the screen centers on your character. However, the corner wall location or the screen motion can change that, altering typical trajectories. Example: We all know the basic easy loop, not max damage or anything, but what works on almost everyone is WT > j.S-SW, 2H-j.S-SW, nj.S-SW, BR. This works midstage, but what about when throwing the opponent out of the corner? If you do normal j.S-SW, the wall is too far away and they tech shortly after the bounce before you can relaunch. So you need something with momentum like dash j.D-SW or dash 2H JC j.D-SW to take you to the middle of the screen (not to be confused with midstage) so the wall bounce occurs sooner and you can relaunch. Likewise, you'll want to do a different combo going into the corner. Once you really become familiar with these situations, you'll recognize when your early 2H launched them a little too high for j.S but not j.H or when you random AA with extended 5K that you should j.P-SW instead of whiffing 2H trying to do the normal setup or when you're within one screen from the corner to go for 4 or 5 j.S-SW instead of the usual j.D or 2H stuff. tl;dr - 95% of all SW loop combos are launched via AA, throw, 2D-BR RC, VV RC, GV, or GF FRC. Dash where applicable, 2H where applicable, and j.S, j.H, or j.D-SW. Relaunch if needed, then j.S-SW x n depending on screen position, BR. The other 5% is stuff like 2H JC nj.SW or TK SW against Baiken or Bridget or other unique character specific stuff, jump SW loops, combos with iad. segments, cancels, or strange combo video stuff. This 5% is what interests me more since the other stuff is formulaic. Not to diminish Veteru's efforts, since a compilation like that on the first page helps a lot of new players, but maybe that's why there were hardly any written combos in the old thread - once you know the principle behind Sidewinder, writing j.S-SW over and over becomes unnecessary. So yeah, this post was probably way more boring than a combo vid but hopefully it clears some things up.
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His play style is based entirely around shenanigans. That's awesome. But it's a good thing he was fighting a Venom. If it was Slayer, Eddie, or Jam, any type of punishment would have instantly put him away.
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If you do iad j.S that is blocked, I would j.H. Worst case you get thrown after they IB the second hit. I guess you could air BR to get the hell out (assuming you're not in the corner) if your j.S was really early and it's obvious you'll be thrown. On hit, j.H also goes into (optional 5K- or 5S-)2H-GV > SW loop. If you hit confirm the j.S, you could chain to j.D, land Fafnir > SW loop. But yeah, Sol's air dash for pressure isn't advisable outside of wakeup. If it was lower like Jam's or shorter like Slayer's, it would be fearsome.
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If it's a connected 5H from range, Bandit Bringer isn't a bad option, but it depends who you're fighting. I think that's a safer approach than iad. j.S, anyway. FRC it for bait or to go low. JI and RC for an airdash mixup.
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Aw, but wasn't playing 20 questions with Final Showdown in the other thread kind of fun in a masochistic sense? But seriously, I wouldn't call the other thread worthless. On topic: Jam 2D-GV (midstage) sj.H-SW, sj.S-H-623S, 214K 2D-GV (corner) sj.D-SW, dash j.S-(JC)-D-623S, 214K Bridget 2D-GV (midstage) sj.S-SW, sj.S-H-623S, 214K 2D-GV (corner) sj.D-SW, dash j.S-(JC)-S-623S, 214K These do around 175-200 damage depending what chained into 2D. I've gotten another clean hit and a knockdown before, but it's really inconsistent. One thing I think worth looking into is RC'ed SW combos, when it works and when it's worth it. That's all for now.
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Only when you do specials/overdrives. Backdashes, throws, and normals with reversal timing won't be explicit. You'll just have to practice doing them against meaty attacks to know when you're successful.
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I use j.HS-SW off of random anti-air or after GF FRC launch because it works better at that height. Also, after a corner wall bounce if you have to chase after them more than usual, do c.S-2H JC j.HS-SW. You should also use jump up HS after 2HS if you don't know which direction Sol will face after he recovers from the previous SW. Most importantly, j.HS(2)-SW after WT is burst safe if you immediately special cancel after the 2nd hit (of course holding back up until that point).
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OsakaB Faust: (P = Playstation/Psyduck/Pogo Tier) Average Damage: :8/: Max Damage: :8/: Pokes: in the ass.Pressure/Lockdown: makes Eddie lose his mind.Mixup: Okizeme: Against ground P: force break drop > flower is unblockable (by Eddies)Anti air: more like anti-rational universeBreaking out of pressure P: fuck your drillsDefense P: impregnableIn general: Overall rank P: OsakaB on a pogo is strong like Ralph Macchio in crane stance.Good matchups: Bad matchups: When your teammate dragon installs for no reason then gets up.
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Without even clicking the link, I'm going to guess it's the GGXX #R acho vid, PC's Sol vs. some Chipp where he does 100% dust loop after guard build + CH 2D. Edit: Yep. I'd forgotten it was MDR's Chipp. He didn't have tension :8/: . You could see his FD flicker in and out and the little bit he managed to gain at the end was from IB on the last hit before CH.
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Then http://www.dustloop.com/data/ac/sol.html has a typo and that explains a lot. Lol at feint doing 60 damage, too.
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Fafnir > Tyrant Rave does damn good chip damage. I think spending 50% to use it like a rushing Captain Corridor AA that can cross-up is a better idea than 25% as a dumb ground poke that gets beat by everything. I have yet to see its strike invincibility actually work. On topic, yeah, all that reasoning is suspect while worded that way.
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I can't find this info through searches, so does anyone know the exact frame data for blue/yellow bursts in Accent Core? I know that in XX the blue burst came out in 23 frames, and the yellow was 19 frames, but apparently they've sped it up? I never noticed, but I recall reading it several times somewhere.
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Besides just being able to FRC the Gunflame on its own, you have to be able to FRC it while buffering it from normals. The cancel frames in regards to the move startup are the same, but if you look to cancel based on visual/audio cues it might throw off your timing. Canceling it consistently after 6P/2H/2D is critical for pressure and damage (in the case of a CH). Edit: Also, you're all wrong. It's FAAA~BU~LOUUUUUSS!!!! romantic cancel.
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GF FRC iad. CLSW into jump CLSW reps is neat too. Just careful about accidental iad. Viper when you do 96,236HS
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This'll get you 4 in a row if you start from the stage edge on a light like Millia: WT > iad j.S-CLSW, [land, jf.CLSW]x3 > stuff (ju.S-CLSW, dash jf.S JC dj.S-CLSW does 252 on Millia) Of course it's off a WT but on some characters after a wall bounce, iad j.S-CLSW could lead to that. edit: read the thing about the lights, yeah I dunno about more than two on normies