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Posted

Yes BB can be a crossup. It happened vs my Johnny maaaaaaany many times. It happens from the closest range possible to hit. I was killed by that many times cause u dont actually now when it is about to crossup (just like when it misses at corner) so i assume if it could be mastered it would be a real pain. Btw before u mentioned the 66% proration of BB. It leads to chSW combo so i dont think it matters (dunno if i understand well though ;P).

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Posted

3) Bandit Bringer -> Hope to God they forget to block it high. :D

You have better hope someone just decides to block BB period, because it's also pretty easy to SB, too.
Posted

You don't even have to block, air grab a BB is too easy to throw it out more than once a week in the middle of a blockstring.

Posted

Btw before u mentioned the 66% proration of BB. It leads to chSW combo so i dont think it matters (dunno if i understand well though ;P).

66% proration is sick, no matter how many bonus damage u get from sw loop, btw Sol BB was waaaaaay to slow for cross up, and in that close of range -> read Hideki post :vbang:

Posted

Yeah, my third mix-up "plan" (random BB) was a bit of a joke, but it has actually worked for me quite a few times. As long as I don't spam it, my opponents often become Deer In The Headlights upon seeing that "useless" BB come out of nowhere... "Hmm, BB, eh? Haven't seen anyone use that in ages. Let's see here... oh yeah, I remember! I gotta block that high, aww crap, too late!" Anyway, I only mentioned that one to show how incredibly weak my mix-up game is at the moment and how I desperately need help with it. ~Z

Posted

I only really hit with BB if it catches a backdash, or jumps over a projectile or something with bad recovery.

Posted

only time i use BB is really completely random results are mixed to say the least one time i use BB on a random occasion is sometimes right when they are going to tech like OTG hit into BB its pretty obvious but sometimes it catches people off guard it has connected before :P then again i go for BB FRC into random pressure/airgrab alot too so yeah my favorite airgrab setup is GF FRC->BB FRC->Airgrab pretty flashy

  • 4 weeks later...
Posted

No disrespect to SpiritJuice as I have yet to play his Sol. I've played many many Sol's in America, but I'm compelled to say that Veteru has the best I've ever matched.

Posted

No disrespect to SpiritJuice as I have yet to play his Sol.

I've played many many Sol's in America, but I'm compelled to say that Veteru has the best I've ever matched.

I think i can change your mind, not sure if i can get to evo this year though.

Posted

No disrespect to SpiritJuice as I have yet to play his Sol.

I've played many many Sol's in America, but I'm compelled to say that Veteru has the best I've ever matched.

I will cut you at Evo.

:v:

Posted

So I was wondering weither 6Hs could be beneficial in some block strings as a way to boost up the guard bar? Or is there any ways to really crank up the guard bar with repeated gunflame pressure? It just doesnt seem like sol is too good at building up the opponents guard bar to make those wild throws hurt even more :(

Posted

You don't need to jack guardbar by a huge amount to raise damage significantly. Using 6HS is possible, just not something you should do all the time. Simple pressure string you can use is to dash up with 5K-2HS when you have meter. If blocked, do GF FRC and run up for mixup/pressure. If it hits, verify into GV if they have no Burst, otherwise you can bait or chain into 2D for knockdown.

Posted

6+HS is a dead end in blockstrings, and puts you too far away to rely on it as a guardbar booster. One blockstring ended up in a GF (frc), another small blocstring after it. If you manage to hit then (anything into GVCH/WT) combos will deplete 70-95% bar. GF (frc) in between blockstrings is the only safe/reliable way to build up guardbar.

Posted

ok guys thanks, that's pretty much what I thought. I just got the idea from watching vids of jam, aba, etc. players who will jack up the guard bar by a massive amount then get a hit into win. However messing around with stuff just a couple of blocked moves can help out damage alot. I may still try some 6-Hs in pressure today and see how it works out. maybe in the corner cancel the first hit of 6Hs into gunflame frc -> airdash in or other tricks. although it seems like that would be about as effective as cS>2S GF(frc) -> things or the setup blake suggested.

Posted

Think I've mentioned this before, but only time I've really seen 6HS used in pressure would be like, near the corner after a blocked 6P, possibly to catch jumpers (6HS on air CH = free damage). If 6HS is blocked, you can cancel to GF Feint and the pushout combined with the blockstun means that you are usually safe from retaliation. Fast ranged attacks/supers may still own you up, though.

It should also be noted that the GF itself doesn't build guardbar. =(

Posted

For a pretty high risk/reward option you can do something like K, c.S, 6+P, 6+HS cancel into GV. You better have 50% meter tough, so the worst case scenario is a blocked GV at the end of the string, then RC it so you still have the iniciative (and build some metter in the process). Still Sol has tons of better options, just something to use once in a while to cath people off guard.

Posted

So I was reading the frame data tonight and saw that fafnir said invincible to strikes from frames 1-7. I thought this was supposes to be the throw invincible part of the move not strike invincible. So does anyone know for sure which it really is?

Posted

It gives throw invincibility at certain frames in between the move, but you have to time it right, otherwise it won't work.

If done right, and the oponent atempts a reversal throw on wake up, you'll get a Fafnir CH, and huge damage from the following combo.

Here's a video that explains it (japanese tough, but you can catch the idea): http://www.youtube.com/watch?v=QYh8z1aPNwM

Posted

So was that vid saying that the throw invul. frames are 8-11? or are they 1-7? Thanks for posting the vid though!

Posted

So was that vid saying that the throw invul. frames are 8-11? or are they 1-7? Thanks for posting the vid though!

I believe he was explaining that you can still get thrown on frames 8-11. Fafnir has 11 frames of start up, and the first seven are throw invul, while frames 8-11 are not.

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