VR-Raiden Posted June 4, 2009 Posted June 4, 2009 I didn't know about this, this is cool. I might have been doing some of these unknowingly now I posibly know why they didn't tech my OTG sometimes. Also now I know some ways to modify that 4 CL combo I just started doing so it will be easier/work on chars I had trouble with it on. Thanks for posting it
faultydefense Posted June 10, 2009 Posted June 10, 2009 about the vid...i'm really lazy and lacking an editor atm...I had a dude but I lost touch with him... will work on it when I can...if anyone knows an editor that works for free let me know :D ps, not new im sure but WT > iad j.S > CLSW is my new fav thing to do. I use to think it only worked on light weights but nah, can get it on...i think everyone, I'm pretty sure i've landed it on johnny before, best part though, its burst safe! tryin to make my BnB: (dependant mostly just on distance to the wall) WT> iad j.S > CLSW > CLSW > CLSW > j.S > CLSW > BR ^ the entire combo up to the second j.S is (nearly) completely burst safe (depending on distance to corner again) (tested to work on zappa/slayer) couldn't land 2 empty sidewinders on Ky (go figure) but can get 3-4 on may/jam/baiken. and if the first iad j.S > SW takes you into the corner, you can airdash out for another j.S > SW on most characters leading into more empty sidewinders. Just another way to maximize damge. ======================================== I'm looking for more blockstrings. I'm getting to the point to where I'm just throwing out random BR frc's to more safely close in (cuz air dashes just gonna get you slapped out of the air while you can't FD) When someone gets really block heavy and just watches for WT I tend to wind up just doing a lot of 2P's trying to loosen their guard while throwing away bar. when you get someone to actually start sitting and blocking do you go for instant damage, or do you try to scare em with guard bar building? I get mixed results as sol can't stay on someone for free, takes way too much bar that often ends in nothing but 2D and his oki is severly lacking. One thing on the subject of guard bar building and blockstrings. I've manage to catch a some people with (opp blocking) xxx > 6P > 6H > GF FRC > BR. the BR will catch some people jumping out of the corner, and if it hits just right it will just catch the end of gunflame and you can turn it into combo. If not, if you caught them blocking in the air you should be able to freely continue pressure....just a tidbit I thought I'd throw in there.
VR-Raiden Posted June 10, 2009 Posted June 10, 2009 when you get someone to actually start sitting and blocking do you go for instant damage, or do you try to scare em with guard bar building? I get mixed results as sol can't stay on someone for free, takes way too much bar that often ends in nothing but 2D and his oki is severly lacking.. I know what you mean, it's hard to stay on them if they just block/FD your strings and FD jump away a lot. Then if you're going to mix in a WT or something during a block string, you have to know if they like to mash 2P or FD jump for dealing with your WTs...and then they can change it up if they want to. Of course there's other ways of beating WT people can do but those are the most common ones I deal with. I like starting block strings with 2P too cause it gives you a few options. About the 6P > 6H thing in blockstrings, I never really implemented it in my game. Sometimes I might just do it for the hell of it cause I haven't grasped when to do it really lol that string sounds nifty though. if I could IAD better I would do that WT > IAD > j.S > SW combo
Orrax Posted June 10, 2009 Posted June 10, 2009 WT iad j.S CLSW is great, but I find I tend to drop it a lot in matches as there are a lot of places to make mistakes. It's amazing if you can pull it off consistently, though. You can actually get 5 sidewinders and a knockdown on middleweights off it. The combo I know is: (opponent is in the corner) WT, iad j.S, CLSW, jump, wait, CLSW, j.S, CLSW, j.S, CLSW, (should be in the opposite corner by now), nj.S, CLSW, BR = 185 on Sol (or 194 if you start with iad j.D). It'll probably work when not wild throwing out of the corner as well, but I haven't messed with it enough to know the nuances. I don't think it will work when wild throwing into the corner, though. Also, be careful about the BR at the end; if you catch them too high they can tech. As for blockstrings, I find that I've been consistently using less and less. Maybe I'm just using the wrong block strings or something. I usually just do what I need to do to hit my opponent with 2P or whatever so I can enforce mixups, and Sol doesn't really need much guard gauge build up to do solid damage. The best blockstrings in my experience are ones that leave you close and with frame advantage (2K 2S) or ones that give enough blockstun to make GF FRC hard to avoid (2K 2H). You can also often get away with stuff like 2P, 2K, GF FRC since most people expect GF after moves like 2H and 2D, and the FRC point comes out before most people can react (frames 14 and 15). Also, I don't really agree that Sol's oki options are lacking. There's GF FRC, super safe j.S and j.H, airdash mixups, Fafnir, WT...lots of fun stuff to do.
Nakkiel Posted June 12, 2009 Posted June 12, 2009 I'm looking for more blockstrings. I'm getting to the point to where I'm just throwing out random BR frc's to more safely close in (cuz air dashes just gonna get you slapped out of the air while you can't FD) When someone gets really block heavy and just watches for WT I tend to wind up just doing a lot of 2P's trying to loosen their guard while throwing away bar. Don't forget that doing 2P -> 6P leaves a frame opening where the only thing you can really do is uppercut through it or mash out backdash. Also works with 5P -> 6P I'm pretty sure. Anyways, the point of doing that is scaring people into blocking so you can land simple mixups like 5P -> WT or getting a CH for people expecting the throw setup. Also you can gatling and special cancel out of 6P extremely late, so use that to your imagination.
Brent-quest Posted June 12, 2009 Posted June 12, 2009 The iad j.s is not really as burst safe against mid-weights as it is against lightweights. But empty jump sidewinders in general are burst safe as hell.
faultydefense Posted July 29, 2009 Posted July 29, 2009 the lazy mans combo vid =/ http://www.youtube.com/watch?v=MdSpw2A3b9w
VR-Raiden Posted July 29, 2009 Posted July 29, 2009 That last combo was funny. Shame you couldn't finish it, but lots of cool combos made it in at least.
Hatred Edge Posted July 29, 2009 Posted July 29, 2009 The one thing I've never been able to do is FRC Air Bandit Revolver..... Sweet combos.
HolyAarom Posted December 26, 2009 Posted December 26, 2009 Hey guys, I'm kinda new here, so expect some explaining with some of the combos, since I'm having trouble with some of them. Dust Combos: 5D, j.D, j.D, DJ >> falling j.D, dash j.D, SW, dash 2H, j.D, SW, nj.S, SW, BR = 199 damage (Must be in corner by 4th j.D) Do you hold up to cancel the first two j.D then DJ? I can't seem to get the timing down.
faultydefense Posted December 26, 2009 Posted December 26, 2009 after 5D hold up (or up+forward), j.D j.D, release up, then tap up again to get the double jump, then while you're falling hit D, you want to hit it as low to the ground as possible (which makes this combo somewhat character specific) guessing you know the directional inputs like 5D and 2H while i'm not saying people here couldnt land that combo, that is one of the more difficult ones and I doubt anyone anywhere (japan included) would aim for it in a critical match (its more for combo vids), go for it if you want though, would certainly land you props when you hit it but you can do similiar damage for less effort
Arvoyea Posted January 4, 2010 Posted January 4, 2010 Here's one I discovered just now messing around in training mode. I tried it on Chipp but it should be the same for everyone else. 2D -> BR (RC) -> CLSW-> 2HS -> J.HS -> CLSW -> BR The trick is timing the SW when you Roman cancel the Bandit Revolver at the beginning. If you get a clean hit, but it's invalid, it was probably too late. Wait around 1 or 2 seconds to throw out the first sidewinder. Then, 2HS as they fall, then j.HS (still has to be valid), then another sidewinder, then as the other person most likely will wall bounce behind you, knock them down with another Bandit Revolver.
faultydefense Posted January 4, 2010 Posted January 4, 2010 i'm sorry...but this is like the ORIGINAL combo into sidewinder...was around back in GG: slash you learn other combos for the sole purpose of saving the bar you would spend on this one, but its the bread and butter
faultydefense Posted January 5, 2010 Posted January 5, 2010 no harm no foul sol has a very freestyle (or distance to the wall) based combo system if we were making a new combo guide it would be the different ways to go into set-ups (versions that do/don't cost bar, those that will do less damage but save bar, or do extra damage for extra bar), maybe a max-damage follow up found for certain weights from midscreen, and then probably ways to go into sidewinder faster/stronger (damage maxing while mid-combo section?) (ie gunflame FRC > SW, or 2H > SW, or iad SW stuff...) its both very simple and very complex at the same time as even if you know all the best set-ups you're probably gonna wind up with an on the fly decision based on how far the other person is gonna bounce as opposed to what you might have written down. I know a lot of characters are distance to the wall dependant for certain combos, but not to the same extent Really, you can check the first post for the set-ups, but its kind of outdated (they mention the 2D > BR > RC) but I can think of at least a few others not posted. I don't really feel like doin a write up though unless there's money involved >:D I think of there's one thing I know tho, its sol combos...
HolyAarom Posted February 9, 2010 Posted February 9, 2010 So guys, I'm trying to experiment with IAD CLSW hits, and I want to know what kind of setups you guys use. I started testing some, but these were on Sol: -Wild Throw, IAD j.S, Sidewinder, ???? -Air Dash j.S, j.D, Sidewinder, IAD backwards Sidewinder, (j.S, Sidewinder)*, 2H, j.HS, Sidewinder, Bandit Revolver (Needs to start very close to the corner.) *I'm pretty sure that it's possible to do another IAD Sidewinder right here, but I'm usually too low to get a Clean Hit. For now, I just do a dash jump to the j.S.
faultydefense Posted February 10, 2010 Posted February 10, 2010 So guys, I'm trying to experiment with IAD CLSW hits, and I want to know what kind of setups you guys use. I started testing some, but these were on Sol: -Wild Throw, IAD j.S, Sidewinder, ???? -Air Dash j.S, j.D, Sidewinder, IAD backwards Sidewinder, (j.S, Sidewinder)*, 2H, j.HS, Sidewinder, Bandit Revolver (Needs to start very close to the corner.) *I'm pretty sure that it's possible to do another IAD Sidewinder right here, but I'm usually too low to get a Clean Hit. For now, I just do a dash jump to the j.S. after wildthrow iad j.s SW > its SW > SW > j.S SW > BR if you airdashed into the corner, its airdash OUT of the corner, j.S SW > SW > SW > j.S SW > BR
TomasKraven Posted February 15, 2010 Posted February 15, 2010 hey guys... what about this combo: 6H>BB>GV(CL)>j.D>SWloop it does 220 dmg+ i havent perfected yet because im testing how many SWs i can fit in there but i think a decent amount will do at least 250-260 dmg... the only problem about this combo is landing 6H but if you can make it then its very easy and rewarding...
Orrax Posted February 15, 2010 Posted February 15, 2010 Unfortunately, 6H doesn't combo to BB on normal hit unless someone fails to get out of the stagger in time. On air CH it works, but those can be tough to get. On the other hand, 6H does combo to GV (doing it off the first hit is best, but it's harder to hit-confirm), so you can just leave off the BB and it should work so long as you're not too far away. Landing 6H is iffy at best, though, except to punish certain moves.
VR-Raiden Posted March 10, 2010 Posted March 10, 2010 I came across an interesting combo I hadn't seen before in this vid http://www.youtube.com/watch?v=IWfxfpmyKJ4 at around 3:30. He does a CH 5K into air dash jD > BR > relaunch into SW stuff. I assume this gets you more damage than just doing a standard 5K > 2H > jS/jH > SW etc combo. I can't try it at the moment but I'd be interested in knowing how much more damage you can get with it. EDIT: more nifty stuff at 9:17 and 9:23 in this vid http://www.youtube.com/watch?v=ZUtonmlBcaA Uses airdash jK to combo off normal hit GF from max range, and uses jH > double jump > jP > SW to get high enough for the clean hit.
HolyAarom Posted March 22, 2010 Posted March 22, 2010 I came across an interesting combo I hadn't seen before in this vid http://www.youtube.com/watch?v=IWfxfpmyKJ4 at around 3:30. He does a CH 5K into air dash jD > BR > relaunch into SW stuff. I assume this gets you more damage than just doing a standard 5K > 2H > jS/jH > SW etc combo. I can't try it at the moment but I'd be interested in knowing how much more damage you can get with it. EDIT: more nifty stuff at 9:17 and 9:23 in this vid http://www.youtube.com/watch?v=ZUtonmlBcaA Uses airdash jK to combo off normal hit GF from max range, and uses jH > double jump > jP > SW to get high enough for the clean hit. Well for the first one, I tried testing it against Sol because Jam's too light for me. When I did the normal 5K > Sidewinder combo, I got around 169. With the CH 5K, I got around 183 (I only did 2 SW then BR instead of 3 SW.) I might be doing it wrong, but I think the extra hits from BR takes the guard bar down to where a normal 5K > Sidewinder combo would be much more practical. I'm thinking I should do it on Jam, but I suck. It did bring the opponent to the corner, though.
A.X.I.S. Posted June 18, 2010 Posted June 18, 2010 how do you SW robo-ky, I went to practice mode and just can't find a consistent way of doing it...thought I can do it like I did to pot but just couldn't.
VR-Raiden Posted June 18, 2010 Posted June 18, 2010 how do you SW robo-ky, I went to practice mode and just can't find a consistent way of doing it...thought I can do it like I did to pot but just couldn't. It's pretty much the same as you do on most characters but he's extra heavy so he falls a lot faster. It's not really comparable to how to get them on Pot, some of his are kind of unique cause of how huge he is. For Robo you wanna hit the SW in his upper chest/face area. Something like WT > j.S > SW > 2H > j.S > SW > nj.S SW > BR, which works on a majority of the middle weight characters, will also work on Robo you just need to do it quicker cause he falls faster.
A.X.I.S. Posted June 18, 2010 Posted June 18, 2010 thanks. robo ky and a.b.a makes me mini rage trying. gonna try this shit out asap.
faultydefense Posted June 18, 2010 Posted June 18, 2010 against both these characters its not so bad to fit in more normals and less sidewinders. Even watching jap vids, Its not uncommon to stop at 2 clean hits > knockdown. Obv with ABA knockdown is the #1 priority, and Robo has high def and low guts, so it wont affect it too much unless you managed to crank his guardbar first. Using 2H often has helped my consistency on both these chars.
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