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Posted

Doomscyther wasn't talking about difficulty in doing loops. To him, easy means and I quote from him: "When I said easy............I might it can be done from variable setups, nothing about the actual inputs or character specifics." Other than that, I am having a hard time understanding the majority of Doomscyther's posts as well.

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Posted

Well, so I guess doomscyther is wrong since sol don't have that much of variable setups to get his sw combos, most of the time you'll hit his combos from wild throw wich is not that easy to get, or some counter hits or using tension for BR RC wich is not easy way either. Yeah I know he has grand viper combos but it's not that easy to get since you have to hit the opponent really close with something like 5K or 2K 2HS GV, late air dash S HS 2HS GV, he has some ways to get a big combo yeah, but he don't get it so easy like let's say Testament, Slayer, Jam, May and some others....

Posted

reaVer: KZO is fucked-up, period. You can sit there and try to justify "I Storm Viper if I see you twitch" style of playing HOS, it's still crazy.

What I'm saying is, that thats not the case with him. It appears as if he SVs randomly and often but he doesn't do it much more often then kaqn or others.

Posted

Actually he does it far more than kaqn or any other HOS player I've seen. Several situations where a normal player would block, he will uppercut. It's an interesting tactic, seeing as Storm Viper is a pretty crappy uppercut.

Posted

You're pretty much full of crap if you don't think P.C and Isa are good. Talking about "easy sidewinder loops" LOL. Doing the shit in a match consistently isn't as easy as you would think. Watch American Sol players vids vs. Japanese ones and you'll see how much more often they nail sidewinder combos AND get the knockdown. < (very very important) P.C is bad? who beat Mike in the semi finals of SBO? Isa doesn't understand the changes from slash to AC? Why is he beasting hard with Eddie now?

Posted

Actually he does it far more than kaqn or any other HOS player I've seen. Several situations where a normal player would block, he will uppercut. It's an interesting tactic, seeing as Storm Viper is a pretty crappy uppercut.

Go count them, it's really not that bad. 6 times in a match where kaqn reaches 5 easily. And doesn't the fact that he so easily gets away with the failed ones show it's a pretty good uppercut?
Posted

Go count them, it's really not that bad. 6 times in a match where kaqn reaches 5 easily. And doesn't the fact that he so easily gets away with the failed ones show it's a pretty good uppercut?

No, not really. An uppercut that doesn't stay invincible up through the active frames is crappy no matter how you wanna look at it. Especially one that has a super-slow startup and a crappy hitbox that makes it super-baitable.

Posted

And once it has been baited, OS action charge FRCs and punishes any punish attempt like that. And I've yet to see a SV be stuffed by a normal attack.

Posted

And once it has been baited, OS action charge FRCs and punishes any punish attempt like that.

With another SV that gets baited again and etc goes on forever. Tension isn't infinite. Shit like that works because it's not expected, not out of any actual solidity behind the tactic.

And I've yet to see a SV be stuffed by a normal attack.

Oh well, just cuz you don't see it doesn't mean it can't happen. Look at the actual properties of the move, all you have to do is get the hitboxes to line up correctly after the invincibility of SV ends and you can stuff it.

Posted

There's also a vid where kaqn loses to random dping from a Sol, you seem to have failed to notice that. There are even vids of isa winning with DI. Though imagine this for a sec: you have no health, your opponent has full health and you're Sol(very important), what estimates would you give on chances to still win that round?

Now there are things that can rapidly change the outcome of a round and perhaps a match, such as IKs, but those are pretty worthless. DI is one phase below them and actually has the possibility to hit something.

Didn't come across that one. DI is never a good idea, except after the round is over for cool points. that 50% meter could go to much better use. that's two frc gunflame, if they are low on life you can try to tick them to death with fafnir overdrive, tyrant rave so that you can finish them off with a non-burstable combo from almost anything you land, use it to RC a VV, use it to RC a GV, whatever. all those are better ways to use the meter than DI, which guarantees nothing, doesn't stay active for long, and leaves you horribly vulnerable when it ends

if sol's health is low and theirs is high, yeah he's in a pickle but comebacks are still possible. it's like shooting a cripple to enter DI with low life with Sol. why I even wasted my time addressing your argument I have no idea

Posted

Why I wasted time addressing your opinion is beyond me, why I'm continuing is beyond me as well. Anyways, the simple thing is, GF FRC, VV RC and GV RC aren't really that powerful, not to mention that in the low health situation you're very vulnerable to random uppercuts and overdrives, and then even if you were to bait that, you can do 250ish at best and then the situation has been reset and again there's no telling whether he might pull out his shining uppercut again. Now, DI enabled, who needs FRCs? GFs are super fast, can be spammed are really hard to escape. And if someone jumps he is very easily hit by a VV, and if that gets blocked Sol can still RC it. Next to that the speed Sol operates on increases significantly, he'll always beat out pokes if he actually wants too. It's like Yun in genei-jin. And with the last 2 GG installments getting out of DI isn't that bad, only 1 or 2 frames of stun, then off ya go free to guard, run away and attack. And yeah, you're nearly stunned, but the next hit most likely will kill you anyways.

Posted

why I even wasted my time addressing your argument I have no idea

if it makes you feel better I think your all idiots... Why are you even posting BS like dragon install should never be used. And what is with crap in this thread like sols max damage is average or some shit. 250 wtf... Sol can kill you in one combo, or kill you off just 2 throws. His max damage is not average in the slightest. Hes one of the most damageing characters in the game period.

Posted

what are you talking about? You can still kill in 2 command throw combos, or one combo. Japanese even posted how to store side winders that they just now recently found out. They even put videos of it up. Guess no one posted them in the video thread. Oh well as usual someone hasnt seen something so its "not real"... And I even posted all those 2 hit grand viper set ups way back when the game came out how to kill people. Again I guess you cant do it, so its not real.

Posted

So you could record this 100% combos and show to people since no one know them I guess, I bet top jap players who are droping his chars to pick Eddie, Testa or Slayer would drop them to play Sol.....

Posted
what are you talking about? You can still kill in 2 command throw combos' date=' or one combo. Japanese even posted how to store side winders that they just now recently found out. They even put videos of it up. Guess no one posted them in the video thread. Oh well as usual someone hasnt seen something so its "not real"... And I even posted all those 2 hit grand viper set ups way back when the game came out how to kill people. Again I guess you cant do it, so its not real.[/quote']

I assume you're talking about this

Isn't that in the Japanese version with double clean hits anyways?

Also judging by how nobody is using it in match videos, while it may be neat it doesn't appear to be very useful in actual gameplay.

Posted

my guard meter was up a lot but I literally took 95% damage with anji yesterday from Sol's 2D. sol's damage is fine and dandy -_- US version btw and yeah I shouldn't need to explain why DI sucks cause it should be obvious, and only one person doesn't seem to get it. I was just pointing out that Isa was being a retard

Posted

Besides the fact that is in jap ver he increased the guard gauge significantly with J.HS SW. Even the jap ver was the standard one I doubt that would happen in a real match.

Posted

Japanese version does make a difference since you get to store two clean hits instead of just one. Using the setup in the vid I've managed to get something in the 360s on US version.

Posted

Please do not even try and imply that my knowledge of the game is only what the japanese have done. Side winder block stuff has been known since slash. Even dennys posted it. You guys just never put it togther. And japanese just only more recently put it togther. There are many other ways that you can store how much damage you do, on hit or block. Or even after you stop comboing the guy to later in the round. i even posted pics right when the game came out of me doing 100 damage side winders each hit yadda yadda. But everyone apperently missed those eh? And double to single clean hits does not change the dmaage that drasticly. 20 points or so usualy most combos. Guy even says should do about 80% in us version. You know for people that nut hug the japanese so much why dont you guys try reading? And he didnt even do a full combo there. he could have gotten more. Or he could have even dust cancled to grand viper for more... But again, you guys only know what you see apperently. EDIT: oh jus twatched that video, no one noticed that 2 of the side winders were single clean hits anyway. So only 2 were double in the first place.

Posted

You post with the tone that we said something which contradicted what you just wrote, yet I still neither see it used nor do I really think it has the potential to be very useful. It's just a minor bug, heh.

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