<?xml version="1.0"?>
<rss version="2.0"><channel><title>Sol Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/52-sol-matchups/</link><description>Sol Matchups Latest Topics</description><language>en</language><item><title>[+R] Sol vs. Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/6877-r-sol-vs-potemkin/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Potemkin matchup in +R.</p><p></p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <strong><a class="bbc_url" href="%22http://www.dustloop.com/forums/showthread.php?4390-Sol-vs-Potemkin%22" rel="external nofollow">Sol vs Potemkin</a></strong></p><p></p><p>
I will be editing this first post with information on the matchup soon.</p><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div>- f.S will CH any of Potemkin's longer reaching pokes, but can be countered with 5P. It also leaves you in a bad spot if they jumped forward over it.<p>
- 2S is a good option. It connects from starting position, and only gets counter poked with f.S. If he does do f.S, hit is too far for Potemkin to convert to anything good off it. If he does Hammer Fall, cancelling to 2D will beat that. He can also Mega Fist Forward to beat 2S, but that is a very risky start for Potemkin.</p><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>- Stay far away from Potemkin until you land a good hit or pressure starter. f.S will counter any of his slower long range pokes, and converts to 5H &gt; TR for knockdown. Dash 2D will go under f.S, 5H. Max range 5H can CH him out of pokes if used well. Be wary of his 5H at mid range, it can catch you out of jumps or reckless attempts to close distance.<p>
- Jumping in at Potemkin is a bad idea. His 6P is strong and backdash &gt; Potemkin Busters can catch landing recovery. That being said, IAD j.S is a strong whiff punisher. j.S can hit Potemkin very early in the airdash due to his size. Airdash j.S is good, but only as a whiff punisher or done very unpredictably.</p><p>
- Slide Head (unblockable tremor) is punishable with RS, BB, and CH 5H if within range. RS is the easiest to do on reaction. Otherwise, you can simply jump or backdash it.</p><p>
- GF at neutral can catch pokes and is difficult for him to jump over to punish you, but he can flick it, so don't get carried away with it. Hammer Fall can go through a non-FRC'd GF to hit you.</p><p>
- If a poke gets caught by Hammer Fall super armor, you can cancel to VV, or GV to go under the hitbox. 2D also goes under but is not likely to low profile in time if canceling from something else. f.S cancelled to 2S/5H can hit him if the f.S was caught early during Hammer Fall.</p><p>
- Anti-airing Potemkin is difficult, his j.S hits very far down and gives him great rewards on hit. 5K will not reliably anti-air it if spaced well. VV always works, but is easily baited. Preemptive j.P is good. Against j.D (the falling butt), you can anti-air VV, but it will clash the first hit unless done very late. You can also jump instant block and land to punish with 5K depending on height.</p><p>
- Neutral Bandit Bringer is extremely bad on Potemkin, doing it in hopes of catching something is not worth the risk. Potemkin has many ways of punishing it badly on reaction.</p><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>- Potemkin lacks quick close range pokes, so tick throws are strong. He does however have Potemkin Buster, so don't leave gaps too large. Typically, Potemkin will opt for backdashing and jumping out of pressure over trying counter pokes.<p>
- Be careful using GF predictably in pressure, with a large enough gap Potemkin can Potemkin Buster GF start up. He can also flick it.</p><p>
- Potemkin's only invulnerable reversal (other than backdash) is Giganter (shield super). Within range, you can easily normal throw, or WT him after the super flash. You can also VV/TR, but those tend to trade.</p><p>
- Judge Gauntlet(super armor Force Break) has infinite super armor, but can be thrown and loses to overdrives. If it catches a normal, you can either cancel to SVV to catch the punch itself, cancel to TR, or RC and block. It is easily punished on block. Keep in mind that in +R he gained the ability to cancel.</p><p>
- On safejump oki, use dash 5K OS to hit his reversal backdash. It will catch the backdash recovery as a ground hit, and allows you to block reversal Giganter if he tries that.</p><p>
- j.S &gt; fuzzy j.S or j.D work on Potemkin, unless he instant blocks the first j.S.</p><p>
- Close up GF(FRC) on oki will catch reversal backdash.</p><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>- You have what many others don't in dealing with tick Potemkin Busters: a great DP. You can VV when you smell a Potemkin Buster, but as always be careful since it is highly punishable. Keeping 50 tension in stock for VV(RC) to escape or possibly combo is never a bad idea.<p>
- 5P is a common tick throw set up. Look for delays after his 5P, he can easily mix 5P &gt; Potemkin Buster with 5P &gt; 5K (his 5K hits low).</p><p>
- Hammer Fall Breaks into anything can be VV'd.</p><p>
- When blocking a j.S, take his height into account since he can cancel to j.P for extra overheads.</p><p>
- If you get knocked down, more than likely he is going to do some variation of a sj.S safejump. Don't VV against safejumps, though if you have meter to RC you can use it as an escape. Reversal backdashing can work, but he can OS to punish.</p><p>
- If you notice Potemkin jumping behind, his j.K and j.H can cross up, you should be able to backdash safely in these situations.</p><p>
- With quick reactions, you can reversal VV a meaty 6K attempt.</p><p>
- On block, his 5D is +3, and his Dead Angle is -9.</p><p>
- Potemkin's 2S will pull you in on block, leading to 2D/Potemkin Buster mixup. If they use 2S predictably in block strings, Slash Back will prevent it from pulling you in. Within range, you can get a free VV after the SB unless he cancels to Judge Gauntlet, Giganter, or RCs. WT after the SB can work as well at very close range and catches Judge Gauntlet.</p><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 (on block/reaction):</b></div>- Hammer Fall is -18 on block, easily punishable with dash 5K, 2D, etc. But keep in mind the FRC point is now after active frames so he can FRC after it is blocked.<p>
- Mega Fist Forward is -9 on block, easily punishable. FRC causes it to whiff.</p><p>
- On reaction to Slide Head, you can RS/BB/CH 5H depending on how quickly you react and distance.</p><p>
- 6H can be GV on reaction, but keep in mind he can FRC.</p><p>
- After the super flash, Giganter can be normal thrown, or WT. VV and TR will trade.</p><p>
- Dead Angle is -9 on block.</p><p>
- Judge Gauntlet is -15 on block, easily punishable. Remember he can choose to cancel it, but the cancel also has recovery.</p><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>- For ... &gt; 2D &gt; BR(RC)&gt; SW, stick an airdash j.D in before SW (or other method), otherwise it will not Clean Hit.<p>
- In general, j.D can be used much more often in SW loops to increase combo damage.</p><p>
- From WT, you can use fj.D SW reps for easy big damage (see combo thread).</p><p>
- Fafnir &gt; Tyrant Rave will knockdown Potemkin. This makes f.S &gt; 5H &gt; Fafnir &gt; Tyrant Rave a great long range confirm for damage and knockdown for 25% Tension.</p><p>
- Fuzzy j.S &gt; j.H(1) &gt; FB SW combos on Potemkin, allowing for an easy midscreen fuzzy confirm.</p><p>
- Dustloops are easy on Potemkin.</p><p>
</p></div>
]]></description><guid isPermaLink="false">6877</guid><pubDate>Wed, 18 Sep 2013 02:58:40 +0000</pubDate></item><item><title>[+R] Sol vs. Slayer</title><link>https://www.forums.dustloop.com/forums/topic/6876-r-sol-vs-slayer/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Slayer matchup in +R.</p><p></p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <strong><a class="bbc_url" href="%22http://www.dustloop.com/forums/showthread.php?4391-Sol-vs-Slayer%22" rel="external nofollow">Sol vs Slayer</a></strong></p><p></p><p>
I will be editing this first post with information on the matchup soon.</p><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div>-<p>
</p></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div>-<p>
</p></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div>-<p>
</p></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div>-<p>
</p></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div>-<p>
</p></div><p></p><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">6876</guid><pubDate>Wed, 18 Sep 2013 02:56:24 +0000</pubDate></item><item><title>[+R] Sol vs. Johnny</title><link>https://www.forums.dustloop.com/forums/topic/6891-r-sol-vs-johnny/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Johnny matchup in +R.</p><p></p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <strong><a class="bbc_url" href="%22http://www.dustloop.com/forums/showthread.php?4379-Sol-vs-Johnny%22" rel="external nofollow">Sol vs Johnny</a></strong></p><p></p><p>
I will be editing this first post with information on the matchup soon.</p><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Openers:</b></div>- Sol can run under immediate coin toss and punish his recovery with 5K.<p>
- 6P beats his f.S but loses to coin. </p><p>
- Instant air backdash to start your neutral game is a safe bet.</p><p>
</p></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div>- 2D/dash 2D is strong. It will low profile his 5K, f.S, and 5H.<p>
- Your 2D can be hit by his 3H and 6H. Be careful not to get baited into whiffing a 2D, getting hit by either of those hurts. You can easily stuff those with CH f.S since they're pretty slow.</p><p>
- GF at far range can catch pokes and dashes, his slow jump makes it hard for him to punish it without IADing.</p><p>
- Running 6P and 2D will hit coin toss.</p><p>
</p></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div>- Johnny can use his 2H to counter non-ideal WT attempts. It is 5F, has decent reach, and moves Johnny backwards. You will need to keep frametrap gaps tight and up close to counter it. You can also try getting it to whiff or blocking it, then (dash) f.S, 2D, or 5H punish, depending on range. On block it only cancels to 5D without meter. You need to punish as soon as you leave block stun or you risk trading with 5D. Keep in mind the punish will be crouch hit, and become CH if they cancelled to 5D.<p>
- On safejump oki, 4c.S will catch reversal backdash within range and blocks his super.</p><p>
- His super can be GV or VV after the flash. 2D can low profile it, but not after the flash.</p><p>
- Dead Angle is -6.</p><p>
</p></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div>- "On defense, consider blocking high when outside of Johnny's sweep range. His only way to hit low when further out is with Mist Finer, and it's fairly slow unless he landed a coin, in which case he's taking a pretty significant gamble in risking losing level 2 or 3 if you happen to block low." (Orrax)<p>
- TK or close to ground Ensenga (air flame slash) is a fast overhead from far range. It is more commonly used when Johnny has 50% tension to RC for a combo or safety. It can be used after you block a far j.S. If you happen to low profile it with 2D, you can punish his landing recovery.</p><p>
- If he dashes into your throw range during pressure, chances are he wants to throw you, so be ready for that.</p><p>
- 5D is 0 on block.</p><p>
- Struggle fast to escape stagger from Jackhound. He can get away with some big combos if you aren't getting close to lvl 3 recovery.</p><p>
</p></div><p></p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div>- On reaction, you can GV under his ground super after the flash for a guaranteed punish. On block it is -6, and very easy to instant block for an easier punish.<p>
- Ensenga can be punished on block with running 5K. From a whiff over your 2D, f.S punish is more reliable.</p><p>
- 2H is punishable on whiff or block by (dash) f.S, 2D, or 5H depending on range. Punishes are crouching hit, and CH if Johnny cancelled to 5D.</p><p>
- Dead Angle is -6.</p><p>
</p></div><p></p><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>- For xx &gt; 2D &gt; BR(RC), stick a j.S(JC) &gt; j.D, or j.H(1) in before SW (or other method), otherwise it will not Clean Hit.<p>
- After WT, Johnny will fall extremely fast, so starting with dash j.D will not work. Immediate fj.S SW will work, or routes that begin with 2H.</p><p>
- Dustloops work, but he must be very high in air and you can't delay at all between reps. After the falling j.D, he leans far back in air so dashing j.S into air combo is a consistent route for ending. Before the first rising j.D, you will usually need to use an extra normal to increase his height.</p><p>
- Corner throw &gt; 5K will not work, it knocks down.</p><p>
- Ground hit VV will not guarantee the knockdown kick afterwards. Johnny can even airtech &gt; CH j.S if you attempt it. The kick will only hit if Johnny is higher than you in air.</p><p>
</p></div>
]]></description><guid isPermaLink="false">6891</guid><pubDate>Wed, 18 Sep 2013 21:50:35 +0000</pubDate></item><item><title>[+R] Sol vs. Justice</title><link>https://www.forums.dustloop.com/forums/topic/6882-r-sol-vs-justice/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Justice matchup in +R.</p><p></p><p>I will be editing this first post with information on the matchup soon.</p><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div>- f.S is a good starter, the only things she can do to beat it are 5P/2P. If she jumps over it, she can't punish you very hard. However, it loses to her counter unless you time it perfectly every time. There is a 2f window to catch her counter (it activates at frame 9), and getting countered is a terrible way to start the match, so only go for it if you can get exact match start timing consistently.<p></p></div><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div>- f.S is strong. Justice has nothing as fast at that range. If she jumps over it, you aren't in as bad a situation as usual either due to her very high jump arc and inability to airdash. She can use her counter special to catch it, but that is a big risk.<p>- Neutral GF is better than usual for similar reasons. She can't punish easily for jumping over. Keep in mind her bombs will pass right through it.</p><p>- Mixing up f.S &gt; 2S whiff, f.S &gt; GF, and f.S &gt; BR is a good way of getting in.</p><p>- VV is an effective anti-air in most situations. Her j.H is gigantic and reaches very far below her hurtbox. If done too early, first hit of VV will clash with it. It's also difficult to airthrow her j.H. 2H is also an effective anti-air. Timed properly, it either beats or trades favorably with her jump ins.</p><p>- Sol can run under the high horizontal bombs, which helps getting in a lot. The safest way to get by bombs is continuously running under high bombs and dash breaking to block low bombs until you get close enough to be a threat.</p><p>- Attempting to jump or airdash over bombs from far away is usually a bad idea, air FD will eat your meter much faster and she can easily meet you in air with rising j.K or otherwise.</p><p>- Getting in on Justice will require a good balance of high risk, high reward options at your disposal. Preemptive BB can go over many of her pokes or low bombs and hit. GV can go under most pokes and low bombs, but keep in mind if she detonates early, GV will be hit by the explosion.</p><p>- Running 2D can go under low bombs, and if it hits the bomb will disappear so you can safely convert to a combo. 2D can also low profile her f.S.</p><p>- Used wisely, IAD j.P is strong since it can hit Justice standing. IAD immediate j.S or j.H (followed by j.P) are also good ways of getting in or punishing a whiff. IAD will get stuffed by high bombs and anti-airs though.</p><p></p></div><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div>- Justice lacks any reversals until she has 50% tension for Michael Blade, which is unsafe on block unless FRC'd. Meaty safejumps combined with dash 5K backdash punish OS shut down almost anything she can do on wake-up.<p>- Her counter works on non-low attacks but does not activate immediately, so with small enough gaps in pressure it's nothing to worry about. SBT (lightning backflip) is invulnerable to lows.</p><p>- j.S &gt; fuzzy j.D works on Justice, unless she instant blocks the first j.S.</p><p>- Her Dead Angle is -5, so you can only punish on block at very close range. f.S can punish on instant block. Cancelling to VV causes a clash, cancelling to GV will go under and punish.</p><p>- Be wary of her throw while pressuring, it has far range and gives her strong rewards, so it is a likely option for attempting to escape your pressure. Keep up good spacing and be ready to bait it.</p><p></p></div><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div>- Watch for her 6P overhead at close range, such as after a bomb FRC. Also watch for offensive throws in similar situations.<p>- Meter is important to have for FDing bombs, they do significant chip and guard bar damage.</p><p>- Keep in mind the 2nd hit of her 5P is low.</p><p>- Her 5D is only -3.</p><p></p></div><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div>- Dead Angle is -5, can only punish from very close block without instant blocking.<p>- Michael Blade is -14. It is completely safe if FRC'd.</p><p>- SBT is -10.</p><p></p></div><p></p><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>- Corner throw &gt; 5K does not work, it knocks her down.<p>- She should be treated as a medium-light weight. Combos feel similar to DI, IN, MI.</p><p></p></div>
]]></description><guid isPermaLink="false">6882</guid><pubDate>Wed, 18 Sep 2013 18:43:39 +0000</pubDate></item><item><title>[+R] Sol vs. Millia</title><link>https://www.forums.dustloop.com/forums/topic/6878-r-sol-vs-millia/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Millia matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Millia</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]... &gt; 2D &gt; GV (slight mash) will Clean Hit her, as long as 2D doesn't hit too far. A simple way to mash the proper amount is to input 214S, then mash S until right before the last hit.</p><p>
[*]- </p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6878</guid><pubDate>Wed, 18 Sep 2013 03:03:29 +0000</pubDate></item><item><title>[+R] Sol vs. Order-Sol</title><link>https://www.forums.dustloop.com/forums/topic/6872-r-sol-vs-order-sol/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Order-Sol matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Order Sol</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]On reaction, you can GV under lvl 1 Rock-it(dash punch) done from very long range for a guaranteed punish.</p><p>
[*]How to punish Storm Viper: After blocking Storm Viper (any level), (dash if necessary) delayed 2H to punish. On level 1 Storm Viper, if Order-Sol doesn't cancel to Action Charge, you hit him as he falls with a normal hit 2H, which should be followed by a j.S SW (include j.K before SW if he is too low). If he does cancel to Action Charge, it will result in a counter hit 2H which goes into many options. The 2H hits before he is able to FRC and block. If you fail to confirm the counter hit and j.S immediately as normal, just JC to j.S/j.H(1) into SW. On level 2 and 3 Storm Viper, the delayed 2H will always counter hit. CH 6H CLBB is another punish option, but will not work if he does no Action Charge on level 1 Storm Viper. On a farther whiffed Storm Viper, dash j.P xN SW is more reliable.</p><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6872</guid><pubDate>Wed, 18 Sep 2013 02:35:16 +0000</pubDate></item><item><title>[+R] Sol vs. Jam</title><link>https://www.forums.dustloop.com/forums/topic/6892-r-sol-vs-jam/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Jam matchup in +R.<br><br>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <strong><a class="bbc_url" href="%22http://www.dustloop.com/forums/showthread.php?4370-Sol-vs-Jam%22" rel="external nofollow">Sol vs Jam</a></strong><br><br>
I will be editing this first post with information on the matchup soon.<br><br></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div>
<ul class="bbc"><li>-</li>
</ul><p></p></div><br><br><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>Jam is strong at very close range, your job is to keep her out. Use 2S and 2D to stop ground approaches, and anti-air/VV airdash or Gekirin (flaming drop kick) attempts. 2S is strong in this match up. It keeps your hurtbox back, has good active frames to catch things, and recovers fast so you can sometimes punish aerial approaches after whiffing it.</li>
<li>2D is a very strong normal at neutral. It will win against most of her pokes and stop ground approaches. It also low profiles Shinshou's (puffballs) from the command dash, and ducks under Ryuujin. It combos to CL GV on normal hit with no mashing required.</li>
<li>Jam can use 2S/dashing 2S to counter overuse of 2D. To counter her 2S, you can do your own 2S which out-ranges it. Between 2S, 2D, and properly punishing aerial approaches, Jam should have a tough time closing distance on you.</li>
<li>Jam can use 6H to counter overuse of 2S. However this is a slightly risky option, since all you have to do to punish her 6H at range is wait and whiff punish with f.S/5H (it will CH depending on how quickly you react to punish it). </li>
<li>f.S and 5H are usable for long range pokes, but their recovery makes them risky since if she airdashes, you're likely to get punished.</li>
<li>GF is a horrible idea at neutral if Jam has a card for powered up Ryuujin. It is not difficult for her to react and fly through it to CH you.</li>
<li>If you 2D under a FB Shinshou, the most common situation is both will whiff. If this happens you seem to be at neutral, but it can probably vary slightly.</li>
<li>In general you don't want to be close air to air with Jam, she has fast high priority air attacks.</li>
<li>-</li>
<li>-</li>
<li>--</li>
<li> </li>
</ul><p></p></div><br><br><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>-</li>
</ul><p></p></div><br><br><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>-</li>
</ul><p></p></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div>
<ul class="bbc"><li>-</li>
</ul><p></p></div><br><br><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>... &gt; 2D &gt; GV(no mash) will Clean Hit on her (as well as Bridget). That makes this your go-to midscreen combo on them. Example combos shown here: <a class="bbc_url" href="%22http://www.youtube.com/watch?v=ZOjvpKmmmJw&amp;hd=1%22" rel="external nofollow">http://www.youtube.com/watch?v=ZOjvpKmmmJw&amp;hd=1</a>
</li><li>Lightweight: combos are similar between Baiken, Bridget, Jam, Kliff, May.</li>
<li>-</li>
</ul><p></p></div>
]]></description><guid isPermaLink="false">6892</guid><pubDate>Wed, 18 Sep 2013 21:51:23 +0000</pubDate></item><item><title>[+R] Sol vs. Anji</title><link>https://www.forums.dustloop.com/forums/topic/6894-r-sol-vs-anji/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Anji matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Anji</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6894</guid><pubDate>Wed, 18 Sep 2013 21:53:04 +0000</pubDate></item><item><title>[+R] Sol vs. Zappa</title><link>https://www.forums.dustloop.com/forums/topic/6875-r-sol-vs-zappa/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Zappa matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Zappa</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6875</guid><pubDate>Wed, 18 Sep 2013 02:54:55 +0000</pubDate></item><item><title>[+R] Sol vs. Bridget</title><link>https://www.forums.dustloop.com/forums/topic/6895-r-sol-vs-bridget/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Bridget matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Bridget</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]... &gt; 2D &gt; GV(no mash) will Clean Hit on him (as well as Jam). That makes this your go-to midscreen combo on them. Example combos shown here: <a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=ZOjvpKmmmJw&amp;hd=1</a></p><p>
 [*]Lightweight: combos are similar between Baiken, Bridget, Jam, Kliff, May. </p><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6895</guid><pubDate>Wed, 18 Sep 2013 21:54:20 +0000</pubDate></item><item><title>[+R] Sol vs. Sol</title><link>https://www.forums.dustloop.com/forums/topic/6893-r-sol-vs-sol/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Sol matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Sol</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>Do not approach Sol from the air recklessly. Sol’s 5K will beat your jump-ins in almost every situation, his rising j.P is another good anti-air, and he has VV for whenever else. Play a strong ground game and frustrate the other Sol into jumping in at you first.<br></li><li>To anti-air jump-ins from the other Sol, 5K/j.P/VV are good. 6P can work against jump-ins sometime, but is better for punishing IAD attempts. If you see an IAD, VV is free every time as long as you did it early enough.<br></li><li>Something that can be used both for and against you is jump-in/IAD j.VV, It will punish typical anti-air attempts and goes into big damage with an RC. If both players did VV, usually a clash will occur.<br></li><li>Space him out with f.S &gt; 2S whiff cancel and f.S &gt; 5H. 2S will stop reckless ground approaches. The other Sol will be trying the same things, so play the neutral game better. If you get him to whiff a f.S, 5H, or 2D, it can be a chance to get in and start offense or whiff punish with f.S &gt; FB Fafnir/f.S &gt; 5H &gt; Fafnir.<br></li><li>Using GF will heavily discourage random GV and RS from the other Sol. If he is close enough to IAD or jump over the GF and punish you, FRC into immediate j.P/j.H to cover yourself.<br></li><li>If Sol tries for BB/BR to close distance or attempt to punish your poke attempts, you can VV on reaction.<br></li><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>Always keep in mind Sol’s ability to VV out of any gaps in your pressure.<br></li><li>Be aware of Sol’s tension after knockdowns and while he’s on the defensive. If they have 50% they’re a lot more likely to attempt reversal VV(RC) into combo on hit or pressure on block. If you think a VV is coming and they have 50%, try to avoid contact with it entirely so they can’t RC. On the ground you can sometimes backdash out of range, and in air you can air backdash out of range.<br></li><li>Use safejump j.S/j.H oki frequently on Sol, since it prevents him from using reversal VV safely without meter. Once he learns to respect it, you can start using other jump-in mixups.<br></li><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>If you get hit close midscreen, and Sol combos into full mash GV (such as 5K 5H GV), you should burst at the moment or soon after GV connects. This will cause your burst to whiff while Sol keeps going with his GV, leaving him punishable after you recover from your burst. Depending on how close he is after the burst recovers, you can punish his GV recovery with running c.S, or a GV of your own. Using burst in this way prevents Sol from getting big meterless midscreen damage when you have a burst. Take note: after you burst over a midscreen GV and run up too late for a guaranteed punish, a common tactic Sol players will use is do VV immediately upon their recovery in an attempt to hit late punishes and save them. Keep this in mind and be ready to bait it when using this tactic. As for corner combos into GV, bursting before a fully mashed GV is actually a bad idea, since GV can go under the burst then land the last Clean Hit on the burst recovery. So if you're going to burst a GV combo in corner (which is not a bad idea because they do tons of damage), burst after GV connects so this doesn't happen. This section of this video explains this whole situation: <a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=B-N6XKcyKcA&amp;hd=1&amp;t=4m50s</a><br></li><li>Some common tick throws for WT include 2P &gt; WT, 2K &gt; WT, j.S/j.H &gt; WT. Any time you think Sol will go for WT, the safest escape is FD jump and keep blocking. This will prevent you from being grabbed and block/avoid frame-traps or anti-jump attacks. However if you chose to FD jump at a time where Sol could use a low, such as 2K or 2D, they will catch you out of your jump. <br></li><li>If you FD jumped a WT attempt, you can do falling j.S to punish. VV will beat WT attempts. So will tk.BR, and RS if near corner. You can throw him out of WT if he is within throw range (if it’s spaced it well, you won't be able to).<br></li><li>Sol’s blockstrings often end with 2D. He can only special cancel 2D. If he cancels to GF, you can jump over it for a free punish, unless he FRC’s. Cancels to GF are also vulnerable to VV if he does it close enough to you. If he does BR it will catch jumping, but you can punish it on reaction or on block if close enough. BB/RS are easily punished on reaction. The only low he can do after 2D is GV, which is an unlikely choice unless he has meter to RC. New to +R is his ability to cancel to Fafnir/FB Fafnir. You’re mostly going to have to respect FB Fafnir, it will CL you if you jump out, CH you if you press buttons, and is advantage on block.<br></li><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]Nothing special about comboing Sol, treat him like a standard medium weight. Dustloops work easily on him.</p><p>
</p><p></p></div></ul><p>
[*]How to punish VV: If you block a slash VV, punish with c.S (walk/dash to get closer if necessary). Since c.S recovers quickly on whiff and shortens your hitbox, you can still do another c.S to punish if Sol tries a delayed add-on kick to hit you or mess up your timing. If you call out an add-on kick attempt, Sol is in CH state so you can get stronger punishes. The c.S punish is recommended though, since it covers both options; Sol choosing not to do the add-on kick, and Sol choosing to do the add-on kick. Punishing heavy slash VV is the same, you just need to run to where Sol will land and c.S.</p><p>
[*]On reaction, you can 6P/VV Sol's Riot Stomp. He can FRC, but only right after he bounces off the wall.</p><p>
[*]You can punish GV on block with dashing c.S, or other attacks, but this is usually the strongest option since Sol is not in CH state. You can also choose to interrupt the final hit. Doing 2D will go under the final hit and result in a CH, but if timing is even slightly off you will trade. GV can also go under the final hit and punish.</p><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6893</guid><pubDate>Wed, 18 Sep 2013 21:52:13 +0000</pubDate></item><item><title>[+R] Sol vs. Kliff</title><link>https://www.forums.dustloop.com/forums/topic/6881-r-sol-vs-kliff/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Kliff matchup in +R.</p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>Fafnir will whiff a crouch-blocking Kliff from long range. Be aware of this when trying for f.S &gt; 5H &gt; Fafnir(RC) to close in on him, it will not work reliably from long range.<br></li><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
 [*]Lightweight: combos are similar between Baiken, Bridget, Jam, Kliff, May. </p><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]If you IB the last hit of his flying drill special, you can punish with air hit CH f.S &gt; BB. Example shown here: <a href="" http: rel="external nofollow">http://www.youtube.com/watch?&amp;v=7fjVz5P0hIM&amp;t=8m38s</a></p><p>
[*]- </p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6881</guid><pubDate>Wed, 18 Sep 2013 18:41:59 +0000</pubDate></item><item><title>[+R] Sol vs. Axl</title><link>https://www.forums.dustloop.com/forums/topic/6890-r-sol-vs-axl/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Axl matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Axl</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6890</guid><pubDate>Wed, 18 Sep 2013 21:49:42 +0000</pubDate></item><item><title>[+R] Sol vs. Venom</title><link>https://www.forums.dustloop.com/forums/topic/6889-r-sol-vs-venom/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Venom matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Venom</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]On reaction, you can GV under Dark Angel within range for a guaranteed punish. This prevents him from using it for oki. You can also GV under horizontal balls; the charged one is easy to react to but he has the option of P cancelling it to block/jump.</p><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6889</guid><pubDate>Wed, 18 Sep 2013 21:48:52 +0000</pubDate></item><item><title>[+R] Sol vs. May</title><link>https://www.forums.dustloop.com/forums/topic/6888-r-sol-vs-may/</link><description><![CDATA[
<p>Use this thread to discuss the vs. May matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs May</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
 [*]Lightweight: combos are similar between Baiken, Bridget, Jam, Kliff, May. </p><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6888</guid><pubDate>Wed, 18 Sep 2013 21:46:37 +0000</pubDate></item><item><title>[+R] Sol vs. Ky</title><link>https://www.forums.dustloop.com/forums/topic/6887-r-sol-vs-ky/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Ky matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Ky</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>Don't let the intro play out. It ends with Sol farther away from Ky and closer to corner.<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>Dealing with Ky in neutral is difficult, you must be patient while trying to get in on him. Making reckless attempts to close distance is exactly what the Ky player wants you to do, and will get you killed.<br></li><li>Ky’s f.S is his longest range quick ground poke. You can discourage him from using it by using dash 2D, which will often low-profile it for a CH. Of course, it’s also susceptible to GV. Ky has ways to hit you for attempting these though, including 2S as a long range low poke, and 5K/2K as a quick low poke. He can also choose to CH Greed Sever a 2D attempt if he calls it out.<br></li><li>Ky can’t always safely throw out Stun Edges in neutral (or pressure) thanks to GV. He does have the ability to FRC though, so be careful. Also at very far ranges, the GV will not necessarily be guaranteed. Another option for dealing with Stun Edges from full screen is to simply 2D under them to prevent chip damage or meter for FDing. However this is a bad idea if Ky is too close to you.<br></li><li>Ky wins the air-to-air battle easily and has strong anti-airs, so try to stay grounded. Jumping in at Ky is usually a bad idea. He has one of the strongest 6Ps, as well as 2H. Ky’s j.K is an amazing air-to-air attack and will outrange anything you have in air at that speed. His j.S is also fast and long range.<br></li><li>If Ky jumps in at you, his jump attacks are often susceptible to anti-air 5K, but not if he spaces them out well. j.S can also hit you out of 5K if he did it early in his descent.<br></li><li>Ky's air Stunedges have significant recovery without FRC. Due to Sol's low running animation, you can often run under them and hit his recovery.<br></li><li><br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>On knockdowns, you can bait reversal Vapor Thrust with meaty 2D. Vapor Thrust does not reach close to ground, so you will low-profile under it and can punish his recovery.<br></li><li>As always, be careful doing non-FRC’d GF in pressure. Ky has the ability to CH Greed Sever over it at certain ranges.<br></li><li>Ky’s 2P is one of the faster normals in the game and has good range. It’s commonly used in attempts to escape pressure (to CH your WT attempts especially), so bait it with frame traps. 2D can low-profile his 2P and will CH mashing. CH 6P is also good as a frame trap against it, since you can usually combo after it, even on trades.<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>If Ky is using Stun Edges frequently to end block strings, GV under them to punish him for big damage. But keep in mind he has the ability to FRC, and if he does a Charge Stun Edge he can choose to cancel into the FB orb, which can’t be low-profiled.<br></li><li>If you block a 6P and see him cancel to 6H, you can GV on reaction to punish it. He can only gatling into 6H from 6P. <br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]SW loops on Ky are like other medium weights. The only thing worth mentioning is he is slightly more "leaned back" in air, so j.H(1) after 2H will tend to miss him more than others. He has to be very high up after the 2H for it to connect.</p><p>
[*]Dustloops on Ky are slightly annoying, but doable. He won't be hit by j.D as low as most others, so you need to do the initial j.D early. The 2nd rep needs to be done very quickly, or requires dashing momentum. Dustloop on Ky feels similar to Eddie.</p><p>
</p><p></p></div></ul><p>
[*]On reaction you can GV Stunedges (not always guaranteed) and 6H.</p><p>
[*]Greed Sever is punishable on block. From far you can punish with f.S/2D, from closer you can dash 5K/c.S. Instant blocking makes it a very easy punish. Within range, you can also interrupt it with 5K if you react quickly and it’s not meaty. VV will also beat it.</p><p>
[*]Stun Dipper’s second hit is punishable on block with f.S/2D or 5K from closer. It is easy to instant block for better punishes, but watch Ky’s meter since he has the ability to FRC or RC it.</p><p>
[*]Vapor Thrust is highly unsafe on block/whiff. Punish with dash c.S.</p><p>
[*]Ride the Lightning is highly unsafe and leaves Ky in CH state during recovery, so CH 2D or other CH options are strong punishes. If Ky has 100% Tension, be looking for an RC on block.</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6887</guid><pubDate>Wed, 18 Sep 2013 21:45:38 +0000</pubDate></item><item><title>[+R] Sol vs. Dizzy</title><link>https://www.forums.dustloop.com/forums/topic/6886-r-sol-vs-dizzy/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Dizzy matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Dizzy</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6886</guid><pubDate>Wed, 18 Sep 2013 21:44:23 +0000</pubDate></item><item><title>[+R] Sol vs. Baiken</title><link>https://www.forums.dustloop.com/forums/topic/6885-r-sol-vs-baiken/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Baiken matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Baiken</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>If Baiken blocks jump attacks from higher up, she has the option of using her P anti-air counter. Blocked j.P or any jump attack done low enough will be safe from the counter and you can punish it on block. Off any blocked air normal, you can cancel to VV to punish it, and RC if you have meter into a combo. Off blocked j.S/j.D, you can also double jump and air instant block the counter, then land and punish.<br></li><li>2D will go under the stab counter, so use it frequently if you expect her to go for it.<br></li><li>Baiken likes to sit and block more than other characters due to her guard cancel counters. Use WT to discourage her from always relying on them. If you anticipate when Baiken is looking for a chance to counter out, it’s likely a chance to WT her.<br></li><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]Lightweight: combos are similar between Baiken, Bridget, Jam, Kliff, May.</p><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]On reaction, you can GV under her grapple arm special for a guaranteed punish.</p><p>
[*]After blocking the first hit of her 3 hit slash super &gt; IB 2nd hit &gt; VV/Tyrant Rave the 3rd hit.</p><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6885</guid><pubDate>Wed, 18 Sep 2013 21:43:09 +0000</pubDate></item><item><title>[+R] Sol vs. I-No</title><link>https://www.forums.dustloop.com/forums/topic/6884-r-sol-vs-i-no/</link><description><![CDATA[
<p>Use this thread to discuss the vs. I-No matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs I-No</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6884</guid><pubDate>Wed, 18 Sep 2013 21:42:01 +0000</pubDate></item><item><title>[+R] Sol vs. Testament</title><link>https://www.forums.dustloop.com/forums/topic/6883-r-sol-vs-testament/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Testament matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Testament</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6883</guid><pubDate>Wed, 18 Sep 2013 19:12:51 +0000</pubDate></item><item><title>[+R] Sol vs. Robo-Ky</title><link>https://www.forums.dustloop.com/forums/topic/6874-r-sol-vs-robo-ky/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Robo-Ky matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Robo-Ky</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]Fafnir &gt; Tyrant Rave will knockdown Robo-Ky. This makes f.S &gt; 5H &gt; Fafnir &gt; Tyrant Rave a great long range confirm for damage and knockdown for 25% Tension.</p><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]On reaction, you can GV under his ground rocket special. This prevents him from using it safely for oki.</p><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6874</guid><pubDate>Wed, 18 Sep 2013 02:41:52 +0000</pubDate></item><item><title>[+R] Sol vs. Eddie</title><link>https://www.forums.dustloop.com/forums/topic/6873-r-sol-vs-eddie/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Eddie matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Eddie</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon. <strong>Updated 10/3/13</strong></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>Eddie's job is to control the screen and keep you out. He's very good at this using his long range pokes (2P, f.S, 2S), drills, multiple anti-airs (6P, 6H, 2H), and air-to-air/ground j.K. It gets even harder to deal with when his shadow is out.<br></li><li>That makes it your job to get in on him and stay in. When Eddie does not have his shadow out, carefully move forward with dash braking to block or avoid pokes and drills, and double jumps to avoid anti-airs. Air dashing can work but it is easily punished by his 6P or other anti-airs if you use it predictably.<br></li><li>If Eddie does 6P while you're at a typical airdash height, and you don't airdash, you can land to CH 2D &gt; GV his whiff within range (it reaches farther than you might think).<br></li><li>If you block a 2S from far and the Eddie cancels to a drill, there is a gap and you can IAD j.S &gt; j.D &gt; SW to punish him.<br></li><li>When Eddie has his shadow out, your top priority is to kill it or make him put it away. You don’t want to be in the air when his shadow is out. Back away to full screen or close to it and look for a chance to kill the shadow. Gunflame is a good way to kill the shadow or force Eddie to put it away. From full screen he cannot punish you for throwing gunflames, but if he is within range he can IAD over it and hurt you, so be wary of that.<br></li><li>2P, 2K, and 2S are good pokes for trying to kill the shadow as it approaches since they recover quickly. Try to anticipate when he will attempt Mawaru to pull you in and 2P/2K the shadow out of it.<br></li><li>If you block the first hit of Mawaru, there is a gap before the 2nd hit connects, even on normal block. From long range at neutral, you should backdash away after blocking the first hit in order to not get pulled into Eddie's shadow pressure.<br></li><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>This is where you want to be: in his face on the offensive. He has no invulnerable attacks outside his super.<br></li><li>Eddie has a quick 2P for its range which he can use to interrupt WT attempts, so use tight frame traps that will CH him for trying to mash it out. Short strings into GF (like 2P &gt; GF or 2P &gt; 2K &gt; GF) can also be used to punish mashing. If they block and you FRC’d you can continue pressure, if they hit a button usually they will get CH and will be vulnerable to big damage even on trades.<br></li><li>Be careful about using GF at predictable times in pressure, he can reflect it.<br></li><li>If you predict a dead angle, 2D/GV will go under it and VV will beat it.<br></li><li>Low as possible fj.S &gt; dj.D fuzzy guard works on Eddie, giving you an extra, relatively strong mixup option. If the j.D hits, it can combo into CL SW in corner, and FB SW midscreen. However, if Eddie instant blocked the j.S, your j.D will whiff leaving you in a bad situation. This video shows the fuzzy guard and example combos: <a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=GqxDK-OB-go&amp;hd=1</a> <br></li><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]You cannot combo after a corner ground throw on Eddie.</p><p>
[*]Dustloops work on Eddie, but his air hitbox requires you to hit the j.D’s higher up than usual (similar to KY/RO). This means you will need your j.D to connect earlier on Eddie than most others. In the standard loop using a dash j.D to start the 2nd rep helps. Example: 5K &gt; 6P &gt; 2H &gt; j.D, j.D &gt; dash j.D, j.D…the dash is recommended.</p><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6873</guid><pubDate>Wed, 18 Sep 2013 02:38:06 +0000</pubDate></item><item><title>[+R] Sol vs. Chipp</title><link>https://www.forums.dustloop.com/forums/topic/6871-r-sol-vs-chipp/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Chipp matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Chipp</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]On reaction, you can VV/GV his Senshuu(overhead rekka kick) for a guaranteed punish.</p><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6871</guid><pubDate>Wed, 18 Sep 2013 02:32:12 +0000</pubDate></item><item><title>[+R] Sol vs. ABA</title><link>https://www.forums.dustloop.com/forums/topic/6870-r-sol-vs-aba/</link><description><![CDATA[
<p>Use this thread to discuss the vs. ABA matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs ABA</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>When only one more knockdown is required to force her out of Moroha mode into the Instant Kill-able recovery, WT is a very strong option. She cannot burst, so you simply do WT, activate IK, and kill her. Of course if the ABA realizes this, don't get predictable with it.<br></li><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]After WT, ABA remains at the peak of the bounce for an abnormally long time, then falls quickly. Take this into account and delay your followup if necessary.</p><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]Punishing Danzai/FB Danzai: after blocking the first hit, there is a gap before the 2nd hit. You need to punish within this gap since the 2nd hit on block pushes you out too far to punish. From not max-range, the strongest punish is CH 2D &gt; GV. You have to be careful timing the 2D, or it will trade or lose entirely. Simply doing VV works as well, but you will need to dash to reach the knockdown if it's at a range where VV will hit twice. If it's at the range where VV hits once, it will be CH and knock down. From max-range on block, dash VV or Tyrant Rave are your only options that will end in knockdown. If Danzai whiffs, you can whiff punish with GV. NOTE: You can no longer GV under the 2nd hit after blocking the first in +R.</p><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6870</guid><pubDate>Wed, 18 Sep 2013 02:28:20 +0000</pubDate></item><item><title>[+R] Sol vs. Faust</title><link>https://www.forums.dustloop.com/forums/topic/6869-r-sol-vs-faust/</link><description><![CDATA[
<p>Use this thread to discuss the vs. Faust matchup in +R.</p><p>
</p><p>
Much info from the the old matchup thread for AC is still relevant. It can be found here: <a href="" http: rel="external nofollow"><strong>Sol vs Faust</strong></a></p><p>
</p><p>
I will be editing this first post with information on the matchup soon.</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Start:</b></div><p>
</p><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Neutral:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Offense:</b></div><br><ul><li>-<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Defense:</b></div><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>-<br></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Punishes (on block/reaction):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
</p><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><ul data-ipsBBCode-list="true"></ul><p>
[*]Midscreen airthrow &gt; 5K will connect on Faust, allowing followups with j.K to FB SW into a loop. Example combos shown in this video: <a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=3ku3NTmAej4&amp;hd=1</a></p><p>
[*]-</p><p>
</p><p></p></div></ul><p>
[*]On reaction, you can GV under his scalpel stab special for a guaranteed punish.</p><p>
[*]-</p><p>
</p><p></p></div></ul></div>
]]></description><guid isPermaLink="false">6869</guid><pubDate>Wed, 18 Sep 2013 02:20:12 +0000</pubDate></item></channel></rss>
