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Posted

Quote me

I quoted you in my first post, you stupid motherfucker. And CD just quoted you again.

If you try to rebut this or deny in any way shape or form that you said what you said, I will delete your post. I won't even bother to read the rest of it.

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Posted

Yo Reaver is trolling the shit out of you guys and how come this thread keeps getting longer and the rest of the forum is quiet as hell? Also: I like those tk BR combos, although I haven't gotten a chance to try them out yet. But what is the deal with the opponent and teching out and stuff? The comp has done it to me before but he only does it twice and I was wondering if like a CLSW you could keep it going indefinitely? EDIT2: Input from anyone who uses tk BR on a pad? I'm finding it to be a pain in the ass to get K to not hit twice after the first juggle and still bust out my jump. Just more practice at timing? Ohhhhhhh shit nevermind kept it going a bit. Nice. Realized the jump just has to come out before the second kick and ur golden. Any decent combos from tk BR to sidewinder? ^_^

Posted

The only BR>sidewinder combos I've seen are either A)Ground BR RC j.HS(or not)>Sidewinder. As for TK BR, you might be able to get a sidewinder from it but it usually requires A)opponent airbourne and B)BR FRC. Personally I don't use it. If you want to go ahead. But, I have seen a combo in which Sol does repeated TK BR's to get his opponent in the corner without ever FRC the BR. I'll see if I can find the vid.

Posted

Well besides obvious FRC stuff... Remember that in dragon install its much much easier to land f+p, stand hs iad p combos to BR land then combo. But then again, you can land a just a plain stand hs, to iad s, (S i think again been awhile?), then dust side winder so thats probably better shrug..... I think more realestic happening more frequently situtions can be when you land the random iad dash pXn something P then once you get lower BR(or if you notice you hit the punch more immeditly HS say)then land stand kick(one or 2)jump p, k, side winder to combo. Thats a pretty realestic sitution and isnt to hard. oops im dum saw tiger knee... lol ah well you gotta be low of course when you do the rapid punch does that count??? ShruasodgasidghsadiugGGG... Of course you could always do stand kick to tiger knee when you land to work them more towards the corner to your likeing as well shrug.

Posted

I'm glad I have reaVer on block. Anyway,

Honestly is 6p, 5S, j.S, 236HS worth it if you get a decent counter since it looks risky if you whiff it D:

It certainly isn't spammable. You'd have to find the right moment for 6P to connect. If it hits, great. If it's blocked, cancel into 5s/2s.

If you know it will hit on counter, there are better options to use if you have meter.

CH 6P(at maximum range, not deep) > GF FRC into whatever combo you feel like.

Posted

Okay, I'm new to the threads and new to playing Sol so I'm just going to come straight out and ask: Most char's moves that have an FRC I don't really have a problem with doing because of a certain thing I look for on the char when executing the move (e.g. Ky closing his mouth after doing a hado). I cannont for the life of me find a solid thing on Sol that says when to FRC gunflame and it's absolutely killing my pressure game. I've tried heading into training mode and putting the input on but it really doesn't help. Anyone have any suggestions or tips on FRCing gunflame consistently? Any help would be appreciated ^^.

Posted

Use the sound Sol makes to help you. As soon as you hear "gun", that´s the point where you frc it. Don´t think on anything else, just the sound. When you hear that, concentrate, I have to frc this bitch. With practice, you´ll fix the timing in your head and it´ll just come out naturally.

Posted
sound is a godo way to indentify, if you go into the audio the -gun part has its own wav separate from flame and is a pretty clear indication to FRC
Posted

If I recall correctly, given Japanese can be translated in different ways ('L' or 'R' sound for instance), there are few notations that have several names, such as : - FD = Faultless Defense or Fortress Defense - FRC = False Roman Cancel or Force Roman Cancel Don't know if one is (more) official or not. I nonetheless scarcely saw the Force/Fortress version. What is important is being understood, no matter which one you use. Nah, stick to the acronyms, it saves some time. :psyduck:

Posted
you are right about the ambiguity of the L and R sounds in japanese (although it has improved over time and is becoming increasingly distinguishable) but aksys has labeled it Force Roman Cancel which I assume will be the accepted english translation.
Posted

Besides just being able to FRC the Gunflame on its own, you have to be able to FRC it while buffering it from normals. The cancel frames in regards to the move startup are the same, but if you look to cancel based on visual/audio cues it might throw off your timing. Canceling it consistently after 6P/2H/2D is critical for pressure and damage (in the case of a CH). Edit: Also, you're all wrong. It's FAAA~BU~LOUUUUUSS!!!! romantic cancel.

Posted
yeah the V/A way of FRCing should only be an introduction to mastering the FRC with the final chapter being muscle memory imo.
Posted

I remember when people called it "blue cancel" but now everybody is all fancy. Also it's Faultless Defense aka "Perfect Guard." I forget how FD caught on, it's probably the translation they used for GGX or whatever. Even though it said Perfect Guard or whatever in training mode, which made everybody think it was some crazy FD/IB combo.

Posted

you are right about the ambiguity of the L and R sounds in japanese (although it has improved over time and is becoming increasingly distinguishable) but aksys has labeled it Force Roman Cancel which I assume will be the accepted english translation.

False Roman Cancel has been used before Aksys even came along to port GGXXAC. And by that I mean used for a year or 3-4. Also, Aksys has some other things that aren't right on their site, such as Order Sol's movelist, which says you can action charge a manual charge, or some characters that are lacking a 236236H overdrive.
Posted
yeah however before release they explicated on some of these topics and if I recall correctly the Force in FRC was one of them. Admittedly I still use False more than Force because pre-release False was the actual accepted term for it.
  • 3 weeks later...
Posted

Stupid question: I can do CLSW loops rather consistently, but the only thing that bugs me is this: How is it possible to get a clean hit after doing this combo: WT > j.D > CLSW? I understand that there is a pause after the j.d, but I just don't understand how to get the clean hit after that..... Thanks

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