Exigent Posted November 13, 2007 Posted November 13, 2007 Wow, I feel dumb. I figured that's what it was but I was unsure >>;.
unsmart Posted November 13, 2007 Posted November 13, 2007 GF FRC iad. CLSW into jump CLSW reps is neat too. Just careful about accidental iad. Viper when you do 96,236HS
Hideki Posted November 14, 2007 Posted November 14, 2007 What´s your favourite opener (start of one round) with Sol? I luv this one, fast, beats a lot of stuff in the beginning distance to the rival, and if you do it right, half the life has gone even before the match truly starts. n.HS > It has great range, good priority, and it´s fast for a HS. Let´s get with the options: 1-Blocked/non.counter n.HS: You still have advantage for jc it, IAD and continue the blockstring from air to ground or poke for a WT in between. 2-Counter n.HS: Here it becomes funny -> n.HS (CH), IAD, j.S, j.HS (2 hits) > #see the options down. From now on, you have tons of options for destroy the rival´s life without any use of tension. #1: n.HS (CH), IAD, j.S, j.HS (2 hits) > K (1 hit), 2+D, 236+K => If you´re feeling lazy. #2: n.HS (CH), IAD, j.S, j.HS (2 hits) > (late) j.236+K, K (1 hit), TK 236+K, K, n.HS, 623+HS > 214+K #3: n.HS (CH), IAD, j.S, j.HS (2 hits) > (late) j.236+K, K (1 hit), TK 236+K, K (1 hit), TK 236+K, K (2 hits), 236+K #4: n.HS (CH), IAD, j.S, j.HS (2 hits) > (late) j.236+K, K (1 hit), TK 236+K, K (1 hit), jc.P, j.K, 236+HS (CH) > switch sides > 2+HS, 9+S, 236+HS (CH), 8+S, 236+HS (CH), 236+K => Half life on Dizzy + Knockdown. #4 I tested on Dizzy, the rest of them works on almost any character (tall enough to connect the first two hits). Hope it helps, and sorry if this was already posted.
TITANIUM BEAST!!! Posted November 14, 2007 Posted November 14, 2007 There is no single "best" round-opener, it all depends on the matchup and who you are fighting. Personally, while you can make a game out of what attack beats what at the start of a match, generally attacking right off the bat at the start is very predictable and very dangerous.
Hideki Posted November 14, 2007 Posted November 14, 2007 We´re obviously not talking of doing the same shit over and over.
TITANIUM BEAST!!! Posted November 14, 2007 Posted November 14, 2007 That has nothing to do with it. In general, attacking at the start of a round, especially when you have no meter, is risky.
Hideki Posted November 14, 2007 Posted November 14, 2007 In this case, the reward deserves to take the risk once in a while IMO. A 1/4 to 1/2 life out and a knockdown pretty much gives you 70% of that round.
TITANIUM BEAST!!! Posted November 14, 2007 Posted November 14, 2007 In this case, the reward deserves to take the risk once in a while IMO. A 1/4 to 1/2 life out and a knockdown pretty much gives you 70% of that round. Yeah but if you fuck up against certain characters they can do the same thing to you. Whether or not it's worth the risk is up to your own personal judgement.
Hatred Edge Posted November 14, 2007 Author Posted November 14, 2007 I start the round off by walking backwards. That way I can backdash or jump if needed or attack. Works well for me. That's all I'm saying. It's a personal reference kinda thing.
Spirit Juice Posted November 14, 2007 Posted November 14, 2007 Depends on the match up, but usually I find a backdash the safest option.
TITANIUM BEAST!!! Posted November 14, 2007 Posted November 14, 2007 Backdash, jump back whiff j.HS, jump j.P, etc. These are all pretty safe and give you options.
reaVer Posted November 14, 2007 Posted November 14, 2007 5H CH IAD.S-D CLSW -> SW loop My favorite opening option is run towards VV, it gets the worst out of the opponent and beats him for it at the same time.
TITANIUM BEAST!!! Posted November 14, 2007 Posted November 14, 2007 My favorite opening option is run towards VV Kill yourself.
TITANIUM BEAST!!! Posted November 14, 2007 Posted November 14, 2007 To save the other guy the effort.
reaVer Posted November 14, 2007 Posted November 14, 2007 Saving your opponent the effort should be the last thing you do.
CrimsonDisaster Posted November 14, 2007 Posted November 14, 2007 Saving your opponent the effort should be the last thing you do. Then why are you running up and doing VV at the start of the round? Because realistically speaking, you at best get a crappy knockdown or are at neutral with a very minor life lead... and in every other situation you get combo'd. Is it a hilarious thing to do every now and then? Sure. It's a horrible idea even when it works, but I can't argue that it doesn't work sometimes. Just like I can't argue that running forward at the start of the round and doing Wild Throw doesn't work sometimes, but that's also a horrible, horrible idea. If you don't want to save effort for your opponent, don't ever do stupidly suicidal opening moves. If you really want to take a course of action that can potentially decide the outcome of the match at the very start (but never in your favor, I might add) then you should probably just delete your last post. Because hitting a VV with no tension at the start of the round is not going to win the match for you, but your opponent landing a big punishment combo (unprorated and building tension for them, I might add) could potentially win the match for them. And if you waste your burst right there, then what? It's a panic burst, first off... always a bad idea. It also means that you won't have a burst at the time when you'd first really need it, ie. when they have tension and can kill you even more dead.
reaVer Posted November 14, 2007 Posted November 14, 2007 Who said I did it in the first place? Who said I did it all the time in the first place? And moderation is key, for your measly damage and knockdown you just shut up your opponent for a while, which is what you want. And there's only a handful that can severely punish you without tension. EDIT: Oh, and if you actually got a single counter hit, you can convert to CLSW loop and take off 200 dmg of his life without effort.
TITANIUM BEAST!!! Posted November 14, 2007 Posted November 14, 2007 *many many words* I already gave the short version. Good shit though. Who said I did it in the first place? Oh my CHRIST YOU DID YOU SAID IT, MOTHERFUCKER GOD And moderation is key, for your measly damage and knockdown you just shut up your opponent for a while, which is what you want. And there's only a handful that can severely punish you without tension. Anybody, and I mean ANYBODY can do more damage to you than you would do to them with your VV and still knock you down, except for possibly Zappa or maybe a few others. Everyone else is like "yay, free combo!" Oh, and if you actually got a single counter hit, you can convert to CLSW loop and take off 200 dmg of his life without effort. This won't happen.
Spirit Juice Posted November 14, 2007 Posted November 14, 2007 It'd be funny to see run up VV (at the start of the round) blocked by Eddie, then Eddie does S summon for CH into 100% dizzy into Instant Kill.
Shazay Posted November 14, 2007 Posted November 14, 2007 Oh my CHRIST YOU DID YOU SAID IT, MOTHERFUCKER GOD L O L
reaVer Posted November 14, 2007 Posted November 14, 2007 I already gave the short version. Good shit though. Oh my CHRIST YOU DID YOU SAID IT, MOTHERFUCKER GOD Anybody, and I mean ANYBODY can do more damage to you than you would do to them with your VV and still knock you down, except for possibly Zappa or maybe a few others. Everyone else is like "yay, free combo!" This won't happen. Quote me
CrimsonDisaster Posted November 14, 2007 Posted November 14, 2007 Actually a pretty substantial chunk of the cast can do pretty good damage in that situation, or at the very least gold burst you into the corner if they don't have any more creativity than that. Oh and My favorite opening option is run towards VV, it gets the worst out of the opponent and beats him for it at the same time.
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