unsmart Posted October 20, 2007 Posted October 20, 2007 Stupid question for FS, but when you say insta-kill combos, do you mean in the Japanese PS2 version with its double clean hits? Or are they 100% damage in all versions? Just trying to clear up any confusion...
Schank Posted October 21, 2007 Posted October 21, 2007 I was watching some videos on youtube and found this Sol who is pretty good. I'm sure someone on here probably knows him, or he might even be on here, but I have a question about his game play. Here are the two videos of interest. http://youtube.com/watch?v=3SoqXwUq51Q 1:02 and 1:52 he ends the second match after a throw http://youtube.com/watch?v=bjDKXKRGcxU 0:45 another BR FRC Now I know you can only FRC Bandit Revolver in the air, and in the second video it looks to me like he's FD Jumping to start it up, but in the first video I could see no such Green circle emanating from his character. Is this move really started with 9, 4 + (two buttons), 236K, FRC? Or is there another trick I might be missing. Seems kinda steep to do in such a short amount of time. I'm a VV Reversal kinda guy and after seeing this I think it would be a ridiculous tool to add to my arsenal if I could get it down. Thanks. EDIT: エルク is pretty sick
Fullforcefafnir Posted October 21, 2007 Posted October 21, 2007 Wohho, that's wicked (sorry I have no idea)
Hellmonkey Posted October 21, 2007 Posted October 21, 2007 I don't see why this deserved it's own thread.. The Sol doesn't FD anywhere, Eddie flashes FD for a second when he wakes up as the Sol player does a TK bandit revolver. He inputs it the same way you input any air move you want to do as soon as you leave the ground- by inputting it on the ground, jumping and hitting the button (usually called tiger-kneeing or TKing). You can do that with sol's bandit revolver by inputting 236 for the move and then 9 to jump and K to have it come out. TK bandit revolver is not terribly useful, it's main purpose being to bait wake up throw or mash (or possibly even some backdashes?) It should be completely or almost completely safe to anything with the FRC since you should be able to get out of the way or block anything the opponent does should the move not connect. The FRC, as seen in the second video, can be used to extend Sol's air combos too, but again, it's not terribly useful because the amount of extra damage you get is minute for lots of tension. If you are comboing into TK bandit revolver, after 5HS or 2HS against a few characters, you can simply jump cancel your 2HS or 5HS and do the 236k when you leave the ground and FRC- you can input the jump earlier before 236k because it is jump cancelling. This allows you to combo afterwards with a jump, making clean hits even easier (you get a superjump TK bandit revolver by doing 2369k)
Hideki Posted October 21, 2007 Posted October 21, 2007 Flashy combos, but without a knockdown, they become useless.
CrimsonDisaster Posted October 21, 2007 Posted October 21, 2007 uhh damage is damage Sure it's nice to get a knockdown as often as possible, but sometimes you just need to kill dudes
TITANIUM BEAST!!! Posted October 21, 2007 Posted October 21, 2007 I don't see why this deserved it's own thread.. I fully agree. In any case, one use of air BR FRC I like is that you can use it in certain combos that would otherwise not be safe to Burst while still dealing a lot of damage. Example, any ground chain into 2HS, normally you would combo to Grand Viper for Tensionless damage, but if your opponent has Burst and you are close enough, you can combo into TK BR and FRC it, holding back in case they Burst. This makes the combo Burst-safe while still giving you the opportunity to start a damaging juggle.
Cadenza Posted October 22, 2007 Posted October 22, 2007 so what's in store for #4 and #5 of the guide?
Spirit Juice Posted October 22, 2007 Posted October 22, 2007 Something like that once I finally get around to finishing it. :|
Cadenza Posted October 22, 2007 Posted October 22, 2007 yeah no rush I was just curious and something like what?
低姿勢 Posted October 22, 2007 Posted October 22, 2007 BR frc is good for stuff when you dont have enough momentum to get the combo you want and get back in. So say your getting pushed away from corner pressure so FRC lets you back in. And of course you could always use it as ghetto way to get back in, say your doing the regular ol' cross up iad kinda stuff, then after the dust hits(assumeing thats what you did)BR frc to get back in next to t hem and combo them. And of course if it was blocked well your going back into a string to continue your pressure. So you can use it like a ghetto double air dash... kinda... shruuuuuuuuuuuuuugggggggggggggggggggggggggggggggg If you have ridiculous timeing you can also combo stand hs, tiger knee BR frc(Wiff), to combo, land then combo. Stuff to that exstent. But it takes a lot of timeing even for me when I played... So I dunno how realestic it is to say. But its cool shrug...
unsmart Posted October 25, 2007 Posted October 25, 2007 One thing I've been wondering about is why don't I see players bringing out the potential from Sol's untechable air throw? Most people don't attempt more than three or four clean hits (unless it kills) because they want that BR knockdown. But a lot of clean hit loops can be set up to leave the opponent teching at the earliest right over Sol's head or something, so why not just reach up and grab for 60 damage and knockdown instead of like 5 damage with the BR? It might be an obvious setup, but so was Johnny's corner air grab game. Are they gonna just not tech and let you tack on black beat clean hits? Someone shoot my theory fighter down.
Hatred Edge Posted October 25, 2007 Author Posted October 25, 2007 Easy: Neutral tech, forward tech, backward tech and the fact that people can choose WHEN to tech. Seriously it isn't a walk in the park. I've been trying to do this myself. A major factor in this is your opponent's playstyle. Sometimes in matches, my opponents won't tech until they see me jump up after them. I do know that some people tend to tech right away when their in the corner like after being hit with HOS's throw combo. Some people anticipate you trying to throw them. It depends on your opponent. It takes either A)Knowing your opponent real well or B)A lot of practice. The higher level players do Bandit revolver becuase it's more realiable than fishing for air throws.
Hatred Edge Posted October 26, 2007 Author Posted October 26, 2007 You're part of team espada? I heard you and your people have some matches coming up. Win and make us Sol players proud. Yes. I'm all anti-Jam.
Brent-quest Posted October 27, 2007 Posted October 27, 2007 Hi shinblade! Mac told me you the only decent Sol reppin' at SE-R. Sad I couldn't make it. should go to Season's Beatings 2 for real. And that goes for anybody else. :D
ShinBlade Posted October 30, 2007 Posted October 30, 2007 Our team is great and we couldve won if our best player LilMajin was warmed up lol.Yeah kinda cool I was the only Sol player there but i was kicking those top tier characters around lol!!
低姿勢 Posted October 30, 2007 Posted October 30, 2007 On a random note, apperently you can make sols moves unblocabkle. I got it on tape to, unlike kys unblockables from XX which I stupidly didnt tape.... Anyway if I ever get a cpu that doesnt suck guess ill post it. sol to good.. or something. shrug
CrimsonDisaster Posted October 30, 2007 Posted October 30, 2007 that's about as good an explanation as you're going to get from him Sounds crazy, though. Have you tried it with other characters?
低姿勢 Posted October 30, 2007 Posted October 30, 2007 no i just put in the game like 5 mins ago cuz i was bored. a freind told me he can never block this thing when I do it. And well I treid, and apperently you can make it so it is unblockable. acctualy. shrug. havnt messed around with it to much. just posting cuz im an ass and like to be vauge but you can make it unblockable so kinda neat ghetto way of fucking up the other guy iguess..
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