Poultrygeist Posted December 17, 2014 Posted December 17, 2014 You can dash through gunflame and fafnir if timed properly. As always, remember that Helios is NOT throw invul so you risk eating Wild Throw combos if you throw it out recklessly.
Poultrygeist Posted December 18, 2014 Author Posted December 18, 2014 Some more notes -It seems like Grand Viper can slide beneath most of our zoning options. For this reason I like to do most of my Task A/Prime attempts from the air. -I had j.5D beat his 2HS. I have no idea how and I haven't been able to replicate it. -Bandit is a real bitch, it blows up backdashes and 6Ping it is HARD, assuming it works at all. Last night my opponent conditioned me to backdash away from command grab so that they could blast me with this move. I think you're gonna have to IB this one. -If your opponent is a garden variety "blockstring gatling gunflame fafnir" type of Sol, 2K takes care of Fafnir startup nicely and confirms into KD easily.
FinalDoomGuy Posted January 8, 2015 Posted January 8, 2015 -If your opponent is a garden variety "blockstring gatling gunflame fafnir" type of Sol, 2K takes care of Fafnir startup nicely and confirms into KD easily. KD?
NecroTheReaper Posted March 20, 2015 Posted March 20, 2015 Does BR hit really late in its actives or something? Played a ton of Sol's today, and Bringer is easy to deal with, but I feel like I'm missin something with Revolver. If the first hit wiffs, is it safe to hit 5P/c.S on? I was tryin to do some math, and its got 25 frames before th3 second hit goes active
Tiamat Posted March 20, 2015 Posted March 20, 2015 Unless you are close enough to get a guaranteed grab after blocking BR it is very risky to attack after it. VV will beat all your moves and 5K is also likely to stuff you. Instant blocking it helps, but if you're too far you can't punish even if you IB it. If you are talking about hitting him out of it though, it would depend on the blockstring. You may be able to 5P or 6P him out of it from some things. You could also dash parry into it if he's doing it in a blockstring
Blade Posted March 24, 2015 Posted March 24, 2015 Today I got stuck against a really aggressive in-your-face Sol who kept following everything up with his 5K or Bandit Revolver up close. I even tried using BlitzShield against his semi-predictable Bandit Bringer, but for some reason his moves were so tight together it didn't come out when I did it. Sol's j.P is especially annoying too.
Tong Posted March 24, 2015 Posted March 24, 2015 @Blade, if you block a Bandit Revolver you can throw them because it's negative on block.
NecroTheReaper Posted March 24, 2015 Posted March 24, 2015 Frame data says its neutral on block with 6 active frames o.o
Tong Posted March 24, 2015 Posted March 24, 2015 @NecroTheReaper, pretty sure that's Bandit Bringah'! It shouldn't be hard to Blitz anyways... you have like forever to punish it. And I was talking about the upclose Bandit Revolvers anyways.
NecroTheReaper Posted March 24, 2015 Posted March 24, 2015 Sorry, I thought you said BB xD; but even then, BR has 9 active frames so it could be -5, could be +4, but you have to have some good eyes to tell 100% of the time
sterkenburger Posted April 17, 2015 Posted April 17, 2015 Standing IB the BR will always do the trick afterward throw or 2P/2K . Even if it's only standing block, your 2P will trade with his 5K although it run the risk of getting DP. The trick is to block it while standing so u can recover faster ( earlier hit ) and sol take more time to recover ( hitting the ground ). Against BB even if you IB it , it still safe at a certain distance it's best to jump up, IB it and throw immidiately on landing, which guarantee u some damage. Farnir is easy to stuff with 2K or blitz. The hardest thing about this matchup is sol pressure can get really annoying if he manage to get us on the defense. Try to jump out of max range un-YRC gunflame in the corner + the above will definitely get u out of the corner safely. In neutral, control the air properly with your j.S can be tough as sol j.P is really strong and will beat all your air normal if it's in range + his j.S is also very good so it's better to stay grounded unless you are out of his immidiate space. The c.S f.S 2S 2H string will allow you to set up your task A fairly safely , but do watch out for his ground viper/IAD , just block/6P them for free punish
sterkenburger Posted April 17, 2015 Posted April 17, 2015 Your dash should not be used AT ALL in this match up. If you're predictable with it you're as good as dead. Sol 5K is insanely good and he have really good recovery on his special. YRC the dash guard point help but it still a waste of meter. BB BR and Farnir are all unsafe to dash through. Gunflame is the only thing u should be attempting to pass through but note that only do so if he YRC it, as most likely he gonna rush in with another move / dash / IAD afterward which will further your distance from him.
NecroTheReaper Posted April 17, 2015 Posted April 17, 2015 Dashing isnt THAT bad against Sol. Though if you're using it only to try and beat his next move youre probably gonna have a hard time. Dash is good specifically in the corner because it goes right under BB and maybe BR. Plus, even if you dash into Fafnir, you still have the plus of being able to backdash after you teleport. Only thing that might be bad is if they hard read your ass with WT and throw you back in the corner, otherwise I'd rather be midscreen where Sol can't reach 200+ damage. Its risk/reward, but I personally think the risk is well worth it
sterkenburger Posted April 17, 2015 Posted April 17, 2015 Yeah dashing under his stuff is all well and good but u have to start it early else there a chance u still end up getting hit by BB / BR mid dash which can cause some problem if he cancel into anything else or simply run up. In general a good way to get back to midscreen. I personally prefer to keep blocking and punish his mistake with a precise throw or simply super jump out of gun flame
NecroTheReaper Posted April 17, 2015 Posted April 17, 2015 If he's gonna GF, you gotta anticipate him to YRC and airthrow as well. Its not situational and works very often for him. Though sj is a very good option as well. I think the only way to guarantee your way out of the corner through the air though is sj. Task B YRC
Tiamat Posted April 18, 2015 Posted April 18, 2015 Dash is good for getting out of the corner if nothing else. You can try doing it after blocking a normal you expect him to cancel to a special. edit: this is pretty risky so I'm trying not to do this much now. FD superjump is a safer option.
GKHiryu Posted July 29, 2015 Posted July 29, 2015 So can we sum up wat do if Sol just does a raw special? I've been fiddling around in training mode A BIT, but so far the best options I've found are: * Against Dive Kick - 7P. For some reason our j.P has a very good hitbox and it seems to stuff dive kick easily. I've found j.P > 9j.P > j.S > j.236S a much more reliable option than going for 6P. * Against Rotfl Stomp - IB both hits then j.P. * Against Bringer - j.IB, land, throw. Due to it being used after blockstrings j.P may be delayed and not as reliable Aside from that high jump > air movement > air Task B works well in resetting the distance. I've not been punished for using it ever and just running after us is reckless even for Sol. Please correct me if I'm wrong anywhere, I'm hoping to have this matchup sorted out in the upcoming weeks.
Tiamat Posted July 29, 2015 Posted July 29, 2015 - Dive kick waiting then doing 6P with correct timing is the best. j.P can work but it depends. If it's working for you though go ahead. - Against Riot Stomp you want to react to it with 6P and not block it. If you want some extra damage you can do CH 6P 6H or CH 6P c.S 6P since he is low and very close to you. - air IB to throw works. you can also 6P it but you'll probably have to go straight to 236H cause of his height if you do. Blitzing it is also an option.
GKHiryu Posted July 29, 2015 Posted July 29, 2015 Thanks! While I agree that 6P'in is the best both damage and position wise, from my experience if Sol decides to YRC then we're busted if we go for 6P. With j.P I thinks it's a little bit safer and we don't lose out on damage (that much). Care to weigh in?
Tiamat Posted July 29, 2015 Posted July 29, 2015 j.P doesn't have any invincibility so it depends. During neutral j.P should beat divekick and BB. If he's already starting his move and you're still on the ground you may not have time. If he does BB in blockstring I don't think you can j.P it. 6P is more rewarding cause you can combo to 236H. From j.P air to air you can generally only knockdown with air 236S. Also for riot stamp if you can't 6P because you are airborne you can hit him out with j.S
Tiamat Posted August 27, 2015 Posted August 27, 2015 Sol Divekick punishes with IB:close IB=c.S punishmiddle range IB=blitz 2nd hitfar range IB=2nd hit is true blockstring. because of this, no risk if you tried to blitz
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