Brent-quest Posted February 11, 2008 Posted February 11, 2008 It works... Especially if its a dash VV, it can change where you're going to land pretty dramatically. You're probably going to get punished anyway, and as long as it's not somebody you really wanna avoid a CH from, I like to mix it up.
Kyle Posted February 11, 2008 Posted February 11, 2008 Burly Heart likes to make combo's go BOOM. BOOM. BOOM. . AAhhhhhhhhhhhhhhhhhhhhh
Brent-quest Posted February 11, 2008 Posted February 11, 2008 Burly Heart likes to make combo's go BOOM. BOOM. BOOM. . AAhhhhhhhhhhhhhhhhhhhhh ^^^ Somebody you don't want to get CH from.
Zewo Posted February 11, 2008 Posted February 11, 2008 Question about CLSWs. Is there some sort of pattern between getting consecutive CLSWs (off WT in particular)? I've seen a bit of videos, and it seems each person has a different way to do it. For the most part, it's normally one of these.. (all already have landed one CLSW, and they're going for more) 1. 2HS, j.S CLSW 2. j.S CLSW 3. CLSW 4. 2HS (TK?) CLSW Is there some sort of pattern to each? (Like, so far, I think CLSW, land, CLSW works on light chars like Jam, but no so much anybody else) Or is it really up to the player on how they want to get another CLSW in?
Tsak Posted February 11, 2008 Posted February 11, 2008 it really depends on the amount of hits that have already been landed on the character the less hits they go for (just SW's) means they are going for more damage because adding 2H and all that add more hits thus giving the opponent a faster tech also depends on the player some aren't so confident on just jumping and doing SW's so they add a 2H or a j.S just so they don't mess up
Nives Posted February 11, 2008 Posted February 11, 2008 its pretty much up to the player. you can select most of those options in different variations, though some of the options get closed off depending on where you are on the screen when u are doing sw loop.
Cadenza Posted February 11, 2008 Posted February 11, 2008 Depends on the character, height, and sometimes preference really. Off of WT, I just do WT > j.S CLSW > 2HS j.S CLSW > j.S CLSW then either a KD or a fourth CLSW. I haven't been able to get a 5th yet but that's just for fun. A knockdown is more practical. Edit: oops sorry if I restated anything, didn't see Nives and Tsak's replies until after my own post Yeah I'm not that confident about doing raw j.CLSWs yet so I add in all those extra hits for now. If you're learning like I am you should try the way I stated above.
Zewo Posted February 11, 2008 Posted February 11, 2008 Thank for the responses, I definitely need more practice. I guess I'll start by doing the 2H-j.S-CLSW one. Oh, although I've never really seen it (besides combo vids), does anyone use whatever-j.HS-CLSW? j.HS seems to be really good at getting Sol closer to the opponent, so like, if you were maybe too high and far from a (badly placed, I guess) j.S, would you then chain into j.HS so that you could 'dig' yourself in closer to the airborne guy and possibly salvage a CLSW? It seems like a good idea to me, but like I said, I've never seen it into any match vids.
Orrax Posted February 11, 2008 Posted February 11, 2008 Personally, I've found j.H to be most useful when my opponent is just a little too high for me to CLSW off a j.S, so I leave out the j.S and just do j.H instead. I also use it off a WT on some lighter characters, but that's more just to make the combo easier for me since I have a bad tendency of dropping the more damaging WT combos. =/ I dunno about "digging" yourself closer with j.H, though. I think it would probably put you too low in most cases, as that's what usually happens to me if I let j.H go for more than one hit. Plus, if you're already too low from a j.S, and can't double jump, I don't see it bringing you higher, or your opponent lower. I'm far from good with sidewinder, though, so I could easily be wrong about that.
Nives Posted February 11, 2008 Posted February 11, 2008 u can do 5K -> 2H, or just 2H, into j.H -> SW and that works.
unsmart Posted February 11, 2008 Posted February 11, 2008 I use j.HS-SW off of random anti-air or after GF FRC launch because it works better at that height. Also, after a corner wall bounce if you have to chase after them more than usual, do c.S-2H JC j.HS-SW. You should also use jump up HS after 2HS if you don't know which direction Sol will face after he recovers from the previous SW. Most importantly, j.HS(2)-SW after WT is burst safe if you immediately special cancel after the 2nd hit (of course holding back up until that point).
Tsak Posted February 11, 2008 Posted February 11, 2008 on potemkin and faust i use a different variation of SW loops i use J.D -> SW more on them because their hitbox allows that alot
HolyOrderChipp Posted February 22, 2008 Posted February 22, 2008 Ok, I know it will seem like a silly question, but what should I do after 5H? I know that if I hit, Gunflame is safe and lets me pressure, but what about on block? I would guess Gunflame FRC would be good, but because I may or may not have 25%, and I'm inconsistent at best on Gunflame FRC, what else can I do? My opponent can easily IAD over an non FRCed Gunflame, and jc, IAD leaves a big gap. BR is unsafe on block, and I'll probably be too far anyway, and BB, while +0, leaves a huge gap. GV is a ludicrous bet, it'll get me slaughtered. Just letting my 5H recover feels stupid and is -9 besides. Also, if i connect with f.S, should I gatling into 5H?
Darkhonor90 Posted February 22, 2008 Posted February 22, 2008 During pressure 5HS>GF (FRC) 5HS>IAD J.S 5HS>BB (Though a bit risker than the others) On hit 5HS>GV or 5HS>2D>BR or VV (This is distance Dependant) Just a few I can think of
HolyOrderChipp Posted February 22, 2008 Posted February 22, 2008 But what if I hit with the tip of 5H? GV doesn't combo, 2D won't reach, so should I just Gunflame?
Orrax Posted February 22, 2008 Posted February 22, 2008 On block, probably Gunflame feint. Or jump cancel and back dash, maybe. Safer, but can't pressure. =/ And for f.S, you could do 5H, but if you're closer, 2S or maybe even 2D might be better. Depends on the situation, I guess. Usually when I'm farther I'll do 5H and the GF feint. Or just skip the 5H and do GF FRC...or nothing. =/ EDIT: When hitting with 5H at its max range, GF feint is usually the best, I think, since you can't really continue pressure very well from that range. Well, from my experience, anyway.
excelence Posted February 22, 2008 Posted February 22, 2008 after 5hs, i usualy do iad j.s, never get countered with anything ...
unsmart Posted February 23, 2008 Posted February 23, 2008 If it's a connected 5H from range, Bandit Bringer isn't a bad option, but it depends who you're fighting. I think that's a safer approach than iad. j.S, anyway. FRC it for bait or to go low. JI and RC for an airdash mixup.
HolyOrderChipp Posted February 24, 2008 Posted February 24, 2008 Okay, let's build a pressure string. Let's say I do IAD j.s and it's blocked. What now? should I cancel into j.h, land, 5k, etc? What if it hits?
Darkhonor90 Posted February 24, 2008 Posted February 24, 2008 Okay, let's build a pressure string. Let's say I do IAD j.s and it's blocked. What now? should I cancel into j.h, land, 5k, etc? What if it hits? IAD S is a good option for some character but alot of characters can crotch and grab Sol Faust,Zappa,May are a few to name
Brent-quest Posted February 24, 2008 Posted February 24, 2008 Or if their reaction time isn't total crap they will anti air or air throw you. :8/:
unsmart Posted February 24, 2008 Posted February 24, 2008 If you do iad j.S that is blocked, I would j.H. Worst case you get thrown after they IB the second hit. I guess you could air BR to get the hell out (assuming you're not in the corner) if your j.S was really early and it's obvious you'll be thrown. On hit, j.H also goes into (optional 5K- or 5S-)2H-GV > SW loop. If you hit confirm the j.S, you could chain to j.D, land Fafnir > SW loop. But yeah, Sol's air dash for pressure isn't advisable outside of wakeup. If it was lower like Jam's or shorter like Slayer's, it would be fearsome.
HolyOrderChipp Posted March 3, 2008 Posted March 3, 2008 Ok, I have another question. I use 2D a lot, because it's a great move. When it hits, I obviously do BR. But what about when it's blocked? BR is -4 on block, so I can't really get away with much after it, and I'm pretty sure I can be thrown afterwards. However, 2D is -6, even worse. GF FRC has a pretty big gap, and I can't do the FRC. Another question, should I use 5K a lot? I really like the move, because it's really fast, and it cancels into 2D, and even 5D (Lol Dust mixup). I really prefer it over my other poking options, and, because I've got nothing else, I even do it meaty, and haven't gotten thrown for that yet. I just don't know what to do on Oki, I've got no fast overheads, and the only thing I've come up with other than meaty 5K is 2P into Wild Throw.
Hatred Edge Posted March 3, 2008 Author Posted March 3, 2008 If your 2D gets blocked your only options are specials and RC neither of which no one would highly recommend you to do. The only thing I can say try not to use 2D too much. Becoming dependant on any certain move too much makes you predictable and overall reduces how effective the move can be. 5K...is a good normal. You should mix that up with 2K and 2P and 2/5S. Again try not to use it too much. No one can tell you how much to use it since only experience through battle can teach you.
Tsak Posted March 4, 2008 Posted March 4, 2008 5K->2D and 5K->5D is actually a pretty good mixup, you can definitely get some damage off either end if you have tension i use 5K generally as a way to AA in most cases and air-to-ground combo connecting but yeah don't abuse too much cuz it will only work so much you can use 2D in certain situations to dodge moves (IE ky's stun edge, Sacred Edge as well, on wakeup i hear vapor thrust misses you if you 2D) if your not too close 2D->GF FRC is good get GF FRC down though atleast to where you can do it most of the time or atleast be able to do it since its really important for pressure
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