<?xml version="1.0"?>
<rss version="2.0"><channel><title>Sol Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/333-sol-matchups/</link><description>Sol Matchups Latest Topics</description><language>en</language><item><title>[Xrd] Sol Badguy vs. Leo Whitefang</title><link>https://www.forums.dustloop.com/forums/topic/9943-xrd-sol-badguy-vs-leo-whitefang/</link><description><![CDATA[
<p></p><ul class="bbc"><li>Use this thread to discuss the Leo Whitefang matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Round Start:</b></div><ul class="bbc"><li>...</li></ul></div><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><ul class="bbc"><li>...</li></ul></div><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><ul class="bbc"><li>Wake-up timing: 56f face-up, 54f face-down.</li><li>Safejump Option-Selects: OS 5K, c.S, and 6P hit backdash, but none are safe to HS DP or reversal Overdrive.</li><li>All deep j.S/j.D &gt; (JC) fuzzy guards fail.</li></ul></div><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><ul class="bbc"><li>Overheads:</li></ul></div><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes:</b></div><ul class="bbc"><li>Dust:</li><li>Dead Angle Attack:</li><li>Leidenschaft Dirigent (632146HS): CH 2D interrupt before last hit, c.S upon landing.</li></ul></div><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Combo Notes:</b></div><ul class="bbc"><li>...</li></ul></div>
]]></description><guid isPermaLink="false">9943</guid><pubDate>Wed, 10 Dec 2014 22:38:39 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Ky Kiske</title><link>https://www.forums.dustloop.com/forums/topic/9942-xrd-sol-badguy-vs-ky-kiske/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Ky Kiske matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>...</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>...</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake-up timing: 51f face-up, 49f face-down.</li><li>Safejump Option-Selects: OS 5K, c.S, and 6P hit backdash, but none are safe to DP and Ride the Lightning.</li><li>All fuzzy guards fail.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense:</b></div><ul class="bbc"><li>Overheads:</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Punishes:</b></div><ul class="bbc"><li>Dust: f.S on IB.</li><li>Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, punish whiff with c.S.</li><li>Ride the Lightning (632146HS): CH 2D/5HS on block.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><p> </p></div>
]]></description><guid isPermaLink="false">9942</guid><pubDate>Wed, 10 Dec 2014 22:38:01 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Slayer</title><link>https://www.forums.dustloop.com/forums/topic/9949-xrd-sol-badguy-vs-slayer/</link><description><![CDATA[
<p></p><ul class="bbc"><li>Use this thread to discuss the Slayer matchup.</li>
<li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li>
<li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li>
<li>This post will be updated to collect useful info over time.</li>
</ul><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Round Start:</b></div>
<ul class="bbc"><li>...</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div>
<ul class="bbc"><li>...</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div>
<ul class="bbc"><li>Wake-up timing: 54f face-up, 48f face-down.</li>
<li>Safejump Option-Selects: Testing...</li>
<li>j.S &gt; fuzzy j.P/j.S works.</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div>
<ul class="bbc"><li>Overheads: 6K (20f startup, -2 on block), 5D (24f startup, -9 on block), Dandy S &gt; H (14f startup, +1).</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes:</b></div>
<ul class="bbc"><li>Dust: 5K/c.S/f.S/2D on block.</li>
<li>Dead Angle Attack: dash 5K/c.S on block.</li>
<li>Eternal Wings (236236HS): dash c.S upon landing. Note you have to FD it in air.</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Combo Notes:</b></div>
<ul class="bbc"><li>...</li>
</ul><p></p></div>

]]></description><guid isPermaLink="false">9949</guid><pubDate>Wed, 10 Dec 2014 22:42:02 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Axl Low</title><link>https://www.forums.dustloop.com/forums/topic/9935-xrd-sol-badguy-vs-axl-low/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Axl Low matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>...</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>...</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake up timing: 25f face-up, 21f face-down.</li><li>Safejump Option-Selects: OS 5K, c.S, 5HS (ground hit) hit backdash, but lose to DP and Overdrive. OS backdash dodges DP (RC) attempt (tight timing).</li><li>On regular safejump timing, you can bait reversal DP (RC) attempt with an air backdash, but it cannot be performed below about head level or it tags you.</li><li>Deep j.S/j.D (JC) &gt; fuzzy j.P/j.S works.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense/Punishes:</b></div><ul class="bbc"><li>Overheads: 6HS, 5D.</li><li>Dust: f.S/2D on IB.</li><li>Dead Angle Attack (-5): 5K(2nd hit)/c.S on block. Can be low profiled with 2D, but no guaranteed punish. GV will low profile it and punish.</li><li>DP (623S): (dash) 5K/c.S/WT on close block, (dash) f.S/5HS/6HS on far block.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>WT, delay j.S &gt; j.K &gt; j.D |&gt; Fafnir, BB, dash 6P &gt; (delay) 5HS/2HS (JC) &gt; j.D &gt; Kudakero |&gt; 6P &gt; BR. Combo is burst safe through the Fafnir.</li></ul></div>
]]></description><guid isPermaLink="false">9935</guid><pubDate>Wed, 10 Dec 2014 22:32:47 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Bedman</title><link>https://www.forums.dustloop.com/forums/topic/9936-xrd-sol-badguy-vs-bedman/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Bedman matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>...</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake up timing: 24f face-up (pretty standard), 30f face-down (very slow).</li><li>Safejump Option-Selects: OS dash c.S/f.S (depending on timing/distance, ground hit) hits backdash grounded and is safe to reversal Sinusoidal Helios.</li><li>Deep j.S/j.D (JC) &gt; fuzzy j.S works.</li><li>Corner OTG Oki: Walk deep into corner OTG 2K &gt; GF (YRC) catches forward/back tech into guaranteed air throw reset combo, and with the same timing GF still connects if he doesn't tech.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense/Punishes:</b></div><ul class="bbc"><li>Dust: nothing on block or IB.</li><li>Dead Angle Attack: anything, it's -21 on block.</li><li>Sinusoidal Helios (clock Overdrive): throw/WT/VV/TR/DI after flash. YRC throw/VV after flash.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><p> </p></div>
]]></description><guid isPermaLink="false">9936</guid><pubDate>Wed, 10 Dec 2014 22:35:03 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Elphelt Valentine</title><link>https://www.forums.dustloop.com/forums/topic/9938-xrd-sol-badguy-vs-elphelt-valentine/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Elphelt matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>Jumping away to create space is a solid choice. Mix this with attacking immediately (such as f.S) if they want to move in after you.</li><li>f.S will counter her own f.S/2S but only with frame perfect timing. 2S can low profile it otherwise.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>Don't let them get away with air Bridal Express in neutral, it's a free CH HSVV combo on reaction (unless they YRC).</li><li>You pretty much can't counter poke this character reliably or safely. 2D can low profile her f.S to CH her but she can throw out 5K to beat that at pretty low risk.</li><li>Trades with her 2S will leave you neutral at best since it staggers on CH.</li><li>Our 2S doesn't do much at all in neutral. It clashes with 5K at a distance and results in serious pain if she f.S you out of it.</li><li>f.S can be used to counter her pokes but it's not overly reliable. It does have slightly faster startup than her f.S/2S, but trades will be in her favor. Her 2S also has the ability low profile it.</li><li>5HS can be used at a distance in anticipation of 5K to counter it.</li><li>You can't jump in on her at all if you're coming down within her c.S range. You can air SVV or Kudakero punish it but you'll have to do them very early in your descent. In general it is a terrible idea to challenge this move. Air dashing or spaced out jumps can work if they attempt c.S before you ate within its range.</li><li>Max range GF can be useful for discouraging ground buttons but she can 5HS it or IAD punish.</li><li>Pineberry can be knocked back with normals but only do so if she's not able to punish you for it. GF will detonate it, the explosion is pretty big so don't use that unless you're far enough away or YRC.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake up timing: 27f face-up, 27f face-down (noticeably slow).</li><li>Safejump Option-Selects: OS c.S hits backdash and is safe to reversal Judge Better Half.</li><li>All deep j.S/j.D (JC) fuzzy guards fail.</li><li>5K 2nd hit will whiff on crouch hit(? ).</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense/Punishes:</b></div><ul class="bbc"><li>Overheads: 6P (23f, -12 on block but special cancellable), 5D (24f, -8 on block).</li><li>After blocking 6P up close, HSVV is a punish on block if they don't special cancel. Special cancel to Bridal Express loses to HSVV, if they do that string auto-pilot when they can RC. Tyrant Rave also works, and is a bit safer to her cancelling to other specials that would make HSVV whiff.</li><li>If she's whiffing 5HS over your crouch there are a couple things you can do. CH 2S, CH 2HS, CH 2D, and GV can punish, but keep in mind she can YRC at any time.</li><li>Unblockable escapes: Reversal SVV will dodge toss and shot, and is safe to explosion, but is punishable by shot YRC. Reversal Blitz Shield toss &gt; 2D will low profile the shot and is safe to explosion, unless they are frame perfect on timing the setup. Reversal Blitz Shield toss &gt; Blitz Shield shot is safe.</li><li>Dust (-8): f.S/2D on block, dash 5K/c.S on close IB.</li><li>Dead Angle Attack (-8): 5K/c.S/f.S/2D on block. Can be low profiled by GV.</li><li>Bridal Express (ground): c.S/WT up close blocked, 5K farther out blocked, safe at max range. IB makes punishes much easier. 6P can counter it from very far distance.</li><li>Bridal Express (air): 6P/VV/Blitz Shield counters on reaction.</li><li>Judge Better Half (236236D): CH 6HS as she falls, c.S upon landing.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>She is light weight, so landing TO after VV can be more problematic than usual.</li><li>WT &gt; delay dash j.D timing is very strict.</li><li>Crouch hit CH 5HS &gt; BB fails.</li></ul></div>
]]></description><guid isPermaLink="false">9938</guid><pubDate>Wed, 10 Dec 2014 22:36:24 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Faust</title><link>https://www.forums.dustloop.com/forums/topic/9940-xrd-sol-badguy-vs-faust/</link><description><![CDATA[
<p></p><ul class="bbc"><li>Use this thread to discuss the Faust matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Round Start:</b></div><ul class="bbc"><li>To deal with his round start 2P you can walk back to make it whiff then use that frame advantage to move in or attack.</li></ul></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><ul class="bbc"><li>5P, 6P, and SVV can counter his f.S in anticipation.</li><li>HSVV is a very strong way of discouraging him from abusing j.2K, it will typically 1 hit CH him out of it.</li><li>GF use at neutral is important to discourage him from pressing buttons all day to keep you out. Work around using GF and punishing his attempts to either hit you out if it or avoid it.</li></ul></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><ul class="bbc"><li>Wake-up timing: 25f face up (standard), 29f face down (very slow).</li><li>j.K will whiff on his crouch block on either side.</li><li>5P will whiff on his crouch block, 5K 2nd hit whiff on crouch hit.</li><li>Safejump Option-Selects: OS 5K hits backdash and 5D, whether it is YRC'd or not, but is not safe to reversal Overdrive.</li><li>His reversal 6P will avoid all meaty jump attacks except j.S.</li><li>All deep j.S/j.D (JC) fuzzy guards fail on him.</li></ul></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense/Punishes:</b></div><ul class="bbc"><li>Overheads: 6HS (25f, -35 on block but special cancellable), 5D (26f, -3 on block)</li><li>After blocking his j.2K from high enough, HSVV will be a punish regardless of whether or not he delay cancels it to Going My Way.</li><li>Dust: 5K on IB within range.</li><li>Dead Angle Attack: 5K/f.S/2D on block. 2D can low profile, c.S can move behind at point blank, punish whiff with 5K.</li><li>For reacting to door teleports, there are a few options. Jump back FD will block any option safe but not grant a punish. YRC the moment Faust reappears allows you to confirm and CH 6P any option. Dash K+HS as he reappears will CH 5K him out of front door, dash out of range or FD back door and falling attack.</li><li>Hack n Slash: neutral jump &gt; land c.S, back jump &gt; air dash j.P/S, backdash &gt; dash c.S.</li><li>Stimulating Fists of Annihilation (236236S): dash c.S on block.</li></ul></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Combo Notes:</b></div><ul class="bbc"><li>Fafnir, BB link is easy on him.</li><li>Fafnir, IAD j.S &gt; j.K &gt; j.D works for far range confirms.</li></ul></div>
]]></description><guid isPermaLink="false">9940</guid><pubDate>Wed, 10 Dec 2014 22:36:59 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Chipp Zanuff</title><link>https://www.forums.dustloop.com/forums/topic/9937-xrd-sol-badguy-vs-chipp-zanuff/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Chipp Zanuff matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>...</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>...</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake-up timing: 58f face-up, 52f face-down.</li><li>Safejump Option-Selects: OS 4c.S, 4HS hit backdash and are safe to DP. 6P hits backdash but is not safe to DP.</li><li>All fuzzy guards fail.</li><li> </li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense:</b></div><ul class="bbc"><li>Overheads:</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Punishes:</b></div><ul class="bbc"><li>Dust: nothing on block or IB.</li><li>Dead Angle Attack: c.S/f.S/2D on block. Can be low profiled with 2D, whiff punish with 5K (requires you do to them simultaneously) or throw. Can be low profiled with GV (only mentioning because it's more lenient with timing).</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>2K &gt; 6P must hit slightly closer than usual to combo on stand hit.</li><li>When using Fafnir in dustloops, if deep in corner you must delay the maximum amounts possible in the combo, otherwise Fafnir whiffs.</li></ul><p> </p></div>
]]></description><guid isPermaLink="false">9937</guid><pubDate>Wed, 10 Dec 2014 22:35:54 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Millia Rage</title><link>https://www.forums.dustloop.com/forums/topic/9945-xrd-sol-badguy-vs-millia-rage/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Millia Rage matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>...</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>Dashing 2D is strong, you can low profile f.S with it for CH. She can outrange and whiff punish it with 2D. Her backdash is extremely quick recovery so she can also dodge it with that and leave you at disadvantage or punishable. Mix dash 2D with f.S/2S to counter her own 2D attempt. 2S is safer to whiff but won't reach as far. You can also just keep dashing in if you expect them to backdash at your max 2D range and start pressure or catch the backdash with 5K/f.S/Fafnir.</li><li>Max range 2S will outrange and whiff punish her f.S. It will also counter her 2D at the same range.</li><li>She can use 6K to combat your max range 2S and 2D, it will dodge them if done simultaneously. If you anticipate this, you can delay a 2D which hits her on the way down, or CH f.S/5HS/6P it.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake up timing: 25f face-up, 23f face-down.</li><li>Safejump Option-Selects: No reliable backdash punishes at midscreen.</li><li>deep j.S/j.D (JC) &gt; fuzzy j.S works.</li><li>Minimum height air dash j.S &gt; j.D results in j.D whiff on crouch hit.</li><li>When spaced outside throw range in corner neutral jump oki, j.D will not hit her crouch.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense/Punishes:</b></div><ul class="bbc"><li>Overheads: 6K (19f startup, +3 on block), 6HS(2) (jump/special cancellable), 5D (28f startup, -10 on block), Bad Moon, Winger (2nd hit).</li><li>Dust (-10): dash f.S on IB (5HS will only combo here if you were extremely close).</li><li>Dead Angle Attack: dash c.S on block. Can be low profiled by 2D, punish whiff with c.S.</li><li>tk Bad Moon (j.236P): f.S air hit, dash c.S, dash 2HS (max damage but must be close). She is in crouching state for the recovery.</li><li>Iron Savior: dash f.S on IB, max range so gatling to 5HS will not reach.</li><li>Digitalis: CH 5HS stand hit on block, works from farther range on IB.</li><li>Winger (2141236HS): c.S after blocking 2nd hit, note 2nd hit is overhead</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>WT &gt; delay dash j.D is very strict.</li><li>2K &gt; 6P must hit closer than usual to combo on stand hit.</li><li>When using Fafnir in dustloops, if you are deep in corner Fafnir whiffs.</li><li>Optimal deep in corner route: starter &gt; j.D &gt; Kudakero &gt; 2HS (JC) &gt; j.D, falling j.D &gt; Fafnir &gt; ender (see posts below for examples, this is Millia only).</li><li>Crouch hit CH 5HS &gt; BB fails.</li></ul></div>
]]></description><guid isPermaLink="false">9945</guid><pubDate>Wed, 10 Dec 2014 22:40:00 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Ramlethal Valentine</title><link>https://www.forums.dustloop.com/forums/topic/9947-xrd-sol-badguy-vs-ramlethal-valentine/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Ramlethal Valentine matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>...</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>...</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake up timing: 25f face-up, 23f face-down.</li><li>Safejump Option-Selects: OS 5K and c.S hit backdash, but neither is safe to reversal Explode.</li><li>deep j.S/j.D (JC) &gt; fuzzy j.P/j.S works.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense/Punishes:</b></div><ul class="bbc"><li>Overheads: 6K (18f, hits crouch 20f, 0 on block), KPP/2KPP (18f, +3 on block), 5D (28f, -13 on block), 214K/j.214K (32f, +2 on block).</li><li>Dust: f.S/2D on block.</li><li>Dead Angle Attack: anything, it's -17 on block. Can be low profiled with 2D, punish whiff with c.S.</li><li>Dauro (623P): IB 5K punishes just frame version.</li><li>Command grab: neutral jump &gt; land c.S/falling CH j.D, back jump &gt; air dash j.P, backdash &gt; CH 6HS.</li><li>Explode (2363214K): (dash) c.S on block.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>Normal hit 2D &gt; no mash GV works from nearly max possible range. This essentially replaces BR as the go-to basic combo ender.</li></ul></div>
]]></description><guid isPermaLink="false">9947</guid><pubDate>Wed, 10 Dec 2014 22:40:58 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/9946-xrd-sol-badguy-vs-potemkin/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Potemkin matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>His 2P is problematic. It reaches you at round start unless you back up or jump. 2P and SVV will beat it, but 2P loses to other pokes and SVV is very risky. You can take a step back outside it's range then f.S/5HS and it can hit him for mashing a second 2P, but won't be a whiff punish. Jumping forward is not the best idea since he recovers instantly and can 6P anti-air you. Safest option is either just IB or back off with walking, backdash, or back jump then start the neutral game.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>...</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake up timing: 24f face-up, 22f face-down. Slightly faster than average.</li><li>Safejump Option-Selects: OS dash 5K hits backdash and is safe to Overdrives.</li><li>deep j.S/j.D (JC) &gt; fuzzy j.S works.</li><li>Corner OTG Oki: Walk deep into corner OTG 2K &gt; GF (YRC) &gt; air throw catches forward/back tech into combo, and with the same timing GF still connects if he doesn't tech.</li><li>Backdash YRC &gt; j.P/j.K hits his crouch.</li><li>Minimum height air dash j.P and j.K hits his crouch.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense/Punishes:</b></div><ul class="bbc"><li>Overheads: 5D (27f startup, +1 on block), Mega Fist Forward (24f startup, -4 on block), Mega Fist Backward (25f startup, +4 on block).</li><li>Any YRC &gt; Potemkin Buster/Heat Knuckle setup loses to VV or RS after the YRC flash. Useful if he is catching a normal with Hammer Fall (YRC) &gt; Buster. RS won't punish a whiffed Buster but you can YRC it for a low risk escape.</li><li>Note you can Blitz Shield his Heat Knuckle. Air Blitz Shield recovers aerial options so you can go for an air dash or landing punish depending on height. Air VV or Gold Burst also work.</li><li>Dust: nothing on block, 5K on point blank IB.</li><li>Dead Angle Attack: CH 6P/2HS/2D on block. Can be low profiled by 2D, punish whiff with c.S. Can be dodged with point blank c.S, punish whiff with CH 6P/2HS/2D.</li><li>Hammer Fall (super armor lunge): (dash) 5K/c.S/2D from close block, f.S from far block. 2D or GV can low profile it.</li><li>Forward Mega Fist (hop punch): 5K on block.</li><li>Slide Head: f.S/2D on block up close, must IB dash f.S/2D from max range. On reaction from far away, IAD (delay) j.S, (dash) CH 5HS, BB, RS can punish, but you have to be quick. Neutral YRC right before it becomes active &gt; Fafnir, or dashing f.S/2D/5K works. BR right before it becomes active dodges and puts you at advantage if he blocks it. 6HS the instant it would connect will dodge it and whiff punish within range. Dash stop animation cannot be hit by it.</li><li>ICPM (dive): 5K/c.S on block.</li><li>Potemkin Buster: neutral jump &gt; falling j.S/D, back jump &gt; rising j.D, backdash &gt; dash c.S.</li><li>Giganter (shield Overdrive): throw/WT after flash.</li><li>Heavenly (air grab): air VV/Gold Burst after flash in air. Back hj.P/HS after flash up close on ground.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>WT, delay j.S &gt; j.K &gt; j.D |&gt; Fafnir, BB, dash 6P &gt; (delay) 5HS/2HS (JC) &gt; j.D &gt; Kudakero |&gt; 6P &gt; BR. Combo is burst safe through the Fafnir.</li><li>Fafnir, BB link is easy on him.</li></ul></div>
]]></description><guid isPermaLink="false">9946</guid><pubDate>Wed, 10 Dec 2014 22:40:32 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. May</title><link>https://www.forums.dustloop.com/forums/topic/9944-xrd-sol-badguy-vs-may/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the May matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>...</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>2D can be done very late to low profile her j.2HS, it is best timed late such that it connects to force her to block. On double whiff, Sol is at disadvantage typically.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake up timing: 25f face-up, 22f face-down.</li><li>Safejump Option-Selects: No reliable backdash punishes at midscreen.</li><li>All deep j.S/j.D (JC) fuzzy guards fail.</li><li>Minimum height air dash j.S &gt; j.D whiffs on crouch hit.</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense/Punishes:</b></div><ul class="bbc"><li>Overheads: 6K (20f, +1 on block), 5D (27f, -7 on block).</li><li>Dust: f.S/2D on block.</li><li>Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, punish whiff with c.S.</li><li>Horizontal Dolphin: CH 6P/VV on reaction. dash f.S max range on IB (HS version).</li><li>Vertical Dolphin: CH 2D/6P/VV on reaction. dash f.S max range on IB.</li><li>Overhead Kiss: neutral jump &gt; land c.S/falling CH j.D, back jump &gt; air dash j.P, backdash &gt; CH 6HS.</li><li>Ultimate Whiner (63214HS): (dash) c.S on block</li><li>Ultimate Spinning Whirlwind (63214S): CH 5K, CH 2D, VV, GV, TR after flash</li></ul></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>When using Fafnir in dustloops, if you are deep in corner Fafnir whiffs.</li></ul></div>
]]></description><guid isPermaLink="false">9944</guid><pubDate>Wed, 10 Dec 2014 22:39:23 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Sol Badguy</title><link>https://www.forums.dustloop.com/forums/topic/9950-xrd-sol-badguy-vs-sol-badguy/</link><description><![CDATA[
<p></p><ul class="bbc"><li>Use this thread to discuss the Sol Badguy matchup.</li>
<li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li>
<li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li>
<li>This post will be updated to collect useful info over time.</li>
</ul><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Round Start:</b></div>
<ul class="bbc"><li>...</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div>
<ul class="bbc"><li>...</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div>
<ul class="bbc"><li>Wake-up timing: 53f face-up, 49f face-down.</li>
<li>Safejump Option-Selects: OS 4K, 4c.S hit backdash and safe to both VV and TR (must be deep). 6P hits backdash but not safe to VV.</li>
<li>On regular safejump timing, you can bait reversal DP (RC) attempt with an air backdash, but it cannot be performed below about head level or it tags you.</li>
<li>j.S &gt; fuzzy j.P/j.S works.</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div>
<ul class="bbc"><li>Overheads: 5D (24f startup, -13 on block)</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes:</b></div>
<ul class="bbc"><li>Dust: dash 5K, c.S, f.S/2D on block depending on range.</li>
<li>Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, punish whiff with c.S.</li>
<li>Bandit Revolver (close range): throw on normal block, 5K on IB. CH 6P, VV, BS on reaction.</li>
<li>Bandit Bringer: throw on IB or air IB. Air throw, HSVV, BS on reaction (note he can YRC up to the peak).</li>
<li>Tyrant Rave: after flash up close; throw (this also beats TR &gt; YRC). up close; block first hit &gt; HSVV/TR, block first hit &gt; DI &gt; HSVV/TR, IB first hit &gt; dash WT. far away; block first hit &gt; DI &gt; GV/TR, IB second hit &gt; dash f.S. When Sol is cornered: block first hit &gt; slight delay RS.</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Combo Notes:</b></div>
<ul class="bbc"><li>...</li>
</ul><p></p></div>

]]></description><guid isPermaLink="false">9950</guid><pubDate>Wed, 10 Dec 2014 22:42:27 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Venom</title><link>https://www.forums.dustloop.com/forums/topic/9951-xrd-sol-badguy-vs-venom/</link><description><![CDATA[
<p></p><ul class="bbc"><li>Use this thread to discuss the Venom matchup.</li>
<li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li>
<li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li>
<li>This post will be updated to collect useful info over time.</li>
</ul><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Round Start:</b></div>
<ul class="bbc"><li>His 2S reaches you and is 6f. You can beat it with 2P if timed perfectly.</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div>
<ul class="bbc"><li>...</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div>
<ul class="bbc"><li>Wake-up timing: 49f face-up, 54f face-down.</li>
<li>Safejump Option-Selects: OS 5K and c.S(more reliable) hit backdash.</li>
<li>j.S &gt; fuzzy j.P/j.S works.</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div>
<ul class="bbc"><li>Overheads:</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes:</b></div>
<ul class="bbc"><li>Dust: CH 6P/f.S/2D (note he takes counter hits).</li>
<li>Dead Angle Attack: dash 5K/c.S. Can be low profiled with GV.</li>
</ul><p></p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Combo Notes:</b></div>
<ul class="bbc"><li>...</li>
</ul><p></p></div>

]]></description><guid isPermaLink="false">9951</guid><pubDate>Wed, 10 Dec 2014 22:42:56 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. I-No</title><link>https://www.forums.dustloop.com/forums/topic/9941-xrd-sol-badguy-vs-i-no/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the I-No matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>...</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>...</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake-up timing: 52f face-up, 48f face-down.</li><li>Safejump Option-Selects: OS c.S/f.S (depending on timing/distance), 6P, and 2D (ground hit) hit backdash. Neither safe to reversal Longing Desperation.</li><li>j.S &gt; fuzzy j.S works.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense:</b></div><ul class="bbc"><li>Overheads:</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Punishes:</b></div><ul class="bbc"><li>Dust: f.S/2D on block.</li><li>Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, can be dodged with c.S at point blank, punish whiff with c.S.</li><li>Sultry Performance K/S (j.236K/S): IB 5K, c.S, WT</li><li>Longing Desperation (632146HS): Throw after flash</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>When using Fafnir in dustloops, if you are deep in corner Fafnir whiffs.</li></ul><p> </p></div>
]]></description><guid isPermaLink="false">9941</guid><pubDate>Wed, 10 Dec 2014 22:37:34 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Sin Kiske</title><link>https://www.forums.dustloop.com/forums/topic/9948-xrd-sol-badguy-vs-sin-kiske/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Sin Kiske matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>f.S will counter any of his longer range attacks, it's faster than his f.S/2S/236HS.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>...</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake-up timings: 58f face-up, 49f face-down.</li><li>Safejump Option-Selects: OS 2S, 5HS, 6HS hit backdash, but are not safe to DP. OS backdash dodges DP special cancel attempts (tight timing). OS TR hits both backdash and DP (tight timing).</li><li>On regular safejump timing, you can bait reversal DP (RC)/special cancel attempt with an air backdash, from minimum height even. His DP has pitiful range.</li><li>j.S &gt; fuzzy j.P/j.S works.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense:</b></div><ul class="bbc"><li>Overheads: 5D (29f startup, -3 on block), 214S (32f startup, -19 on block but special cancellable with food meter).</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Punishes:</b></div><ul class="bbc"><li>Dust: 5K on block at point blank.</li><li>Dead Angle Attack: dash 5K/c.S on block. Can be profiled with 2D, can be dodged at point blank with c.S, punish whiff with c.S. 6P and 5HS will avoid it and hit his recovery.</li><li>DP (623S): CH 6HS on whiff, or not cancelled on block.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>WT, delay j.S &gt; j.K &gt; j.D |&gt; Fafnir, BB, dash 6P &gt; (delay) 5HS/2HS (JC) &gt; j.D &gt; Kudakero |&gt; 6P &gt; BR. Combo is burst safe through the Fafnir.</li></ul><p> </p></div>
]]></description><guid isPermaLink="false">9948</guid><pubDate>Wed, 10 Dec 2014 22:41:30 +0000</pubDate></item><item><title>[Xrd] Sol Badguy vs. Zato-1</title><link>https://www.forums.dustloop.com/forums/topic/9952-xrd-sol-badguy-vs-zato-1/</link><description><![CDATA[
<p> </p><ul class="bbc"><li>Use this thread to discuss the Zato-1 matchup.</li><li>If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.</li><li>Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.</li><li>This post will be updated to collect useful info over time.</li></ul><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Round Start:</b></div><ul class="bbc"><li>2D is a decent starter, it counters 2S, trades with 2K, and goes under f.S leaving you at advantage. There is risk of getting hit by close drill or delayed whiff punishes. But it is good to be able to discourage those immediate starters.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Neutral:</b></div><ul class="bbc"><li>You can counter his 2S with 2D at range. 6P can also counter it, his hurtbox goes way out.</li><li>If you 2D under his f.S, you are typically at advantage.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Offense:</b></div><ul class="bbc"><li>Wake-up timing: 53f face-up, 50f face-down.</li><li>Safejump Option-Selects: OS dash 5K/c.S hit backdash and are safe to reversal Overdrive.</li><li>j.S &gt; fuzzy j.P/j.K/j.S/j.D works.</li><li>Be careful about using GF in pressure predictably, especially up close. He can reflect it with Drunken Shade.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Defense:</b></div><ul class="bbc"><li>Overheads:</li><li>2S &gt; far drill blockstring is punishable with IB &gt; IAD j.S in the gap.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Punishes:</b></div><ul class="bbc"><li>Dust: dash 5K/c.S/f.S/2D.</li><li>Dead Angle Attack: dash 5K/c.S. Can be low profiled with 2D, punish whiff with c.S. Can be dodged with point blank 5HS, punish whiff with throw.</li></ul><p> </p></div><p> </p><div style="width: auto; border: 1px solid #930000; padding: 4px;"><div style="border: 1px solid #3d3d3d; padding: 4px"><b>Combo Notes:</b></div><ul class="bbc"><li>WT &gt; delay dash j.D fails</li><li>Corner dash j.S blocked &gt; fuzzy j.K &gt; j.S &gt; j.HS/j.D works.</li></ul><p> </p></div>
]]></description><guid isPermaLink="false">9952</guid><pubDate>Wed, 10 Dec 2014 22:43:21 +0000</pubDate></item></channel></rss>
