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  • 2 weeks later...
Posted

I think, online anyway, Riot Stamp is the hard counter to anything we've got as it yanks him out of range of everything we do and you've got to hope you see it coming to hit with the 5H/f.S/6P.

Posted

I think, online anyway, Riot Stamp is the hard counter to anything we've got as it yanks him out of range of everything we do and you've got to hope you see it coming to hit with the 5H/f.S/6P.

You can also frame trap in pressure with 5H. It'll catch riot stamp's startup. (ex: 2P > 5H; 5K > 5H; 5S > 5H) Just be careful of when he's in the corner because riot stamp will be almost immediate.

Careful when hammerfalling because riot stamp will hit you twice and there's nothing you can do without 50 meter.

If you have 50 meter, you can YRC when you get the first hit then blitz the second.

  • 2 weeks later...
Posted

I think its just online Sol in general, 'cause he can spam all his special moves and literally mash jP to stuff everything Pot can do.

I wish PS3 had some kind of upload/record function so I could get a capture of this nonsense. Is there anyway we can get at the replay files from the PS3 HDD?

 

Edit: There's also the distinct possibility I am a massive scrub and don't recognize how2sol.

Posted

I think its just online Sol in general, 'cause he can spam all his special moves and literally mash jP to stuff everything Pot can do.

I wish PS3 had some kind of upload/record function so I could get a capture of this nonsense. Is there anyway we can get at the replay files from the PS3 HDD?

 

Edit: There's also the distinct possibility I am a massive scrub and don't recognize how2sol.

As far as I know, I don't believe there's a way to get replay files from Xrd on ps3.

 

And about the j.P thing, I'm assuming you're referring to when he IAD and mashes j.P. Just be patient and be ready to 6P him or you can blitz if you know he's going to fully commit to it.

Remember characters can't guard while they're dashing in so regardless if he stops hitting j.P you'll at least hit him.

 

About the special move spam, here's a quick list of responses:

  • If he fafnirs and has NO METER, you can hammerfall to eat the hit then YRC pot buster. If he has 25 meter, he can YRC back and punish you so be careful.

 

  • If he uses gunflame mid pressure, you can megafist forward over it or flick the gunflame. Be careful if he YRC's the gunflame, he can punish your approach so just be patient and sit there and block if you believe he'll do it. Also, because of YRC slowdown, if you're spaced and try to megafist, you'll actually run into the flame. You can also double jump over it and then force him to block or eat a j.H.(You'll have to guess when he's going to gunflame for this one and jump preemptively)

 

  • If he uses bandit revolver really close to you, you can block the first hit then blitz/6P the second hit. Or after he lands right in front of you, you can throw him. There's not much you can do if he whiffs the first hit then hits you with the second one so it's rock paper scissors at that point.

 

  • If he uses bandit bringer, 6P or blitz it. If he's really close and he uses it and you IB it and if he doesn't jump immediately you can pot buster. I believe regardless if you IB it or not, you can get a guaranteed throw if he's close enough.

 

  • For riot stamp, you can clip the startup of it with 5H. So if he's mashing it during your block strings, you can do something like 2P > 5H to catch it. If he uses it while you're mid hammerfall and you have 50 meter, you can YRC during the first hit then blitz the second. When you block the second hit, look to antiair him or patiently block high. Be careful when you push him to the corner though, because he's close to the wall and not being pressured, he'll bounce off the wall much more quickly than at midscreen and hit you.

 

  • For Kudakero (the dive kick) he'll try to use it to delay his jump in timing to beat your antiair (or spam it like every other netplay sol). You can antiair it with 6P if you see it coming. I tend to either try to jump up and block it in the air or IB the first hit on the ground so I won't get pushed back into the flame afterwards and get a free throw. Just watch out for kudakero > YRC because it'll really mess with your antiair/let him try some gimmicky ground setup (don't expect the YRC very often though since it's not really ideal to do)

It's mostly a matter of getting used to seeing his moves and immediately recognizing your options based on the situation. It also helps to know what he has to do if he wants to keep pressuring and when during a blockstring would he have to input a special to keep momentum.

 

It'll take some practice and time to adjust yourself so just keep playing~

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