CrimsonDisaster Posted November 8, 2007 Posted November 8, 2007 Instead of saying that, why don't you actually try it? Geez. If you're feeling all kinds of crazy you can do like max range CH 2D XX GF, dash jP > S XX CLSW on some characters.
Hatred Edge Posted November 8, 2007 Author Posted November 8, 2007 http://www.youtube.com/watch?v=LSlqpIGPFYM Loooooooooooooooooooooooooooooooool.
TITANIUM BEAST!!! Posted November 8, 2007 Posted November 8, 2007 That was awful. Don't ever post something like that again or I will come to your house and do unspeakable things to you. re: 2D CH GF, you can do 2HS without FRCing pretty easily if you are close enough. It works better if you have some dash momentum.
低姿勢 Posted November 8, 2007 Posted November 8, 2007 I think its pretty safe to assume that 99% of the people on this board, if they havent seen it, or suck so they cant do it themselves, the combo/whatever you have is not real. -_-
Hatred Edge Posted November 9, 2007 Author Posted November 9, 2007 How much range is Sol's command throw? frame data lists 70 dots and I dunno what that means....
Spirit Juice Posted November 9, 2007 Posted November 9, 2007 70 dots/pixels. Most characters have a normal throw range of 43-45 dots.
TITANIUM BEAST!!! Posted November 9, 2007 Posted November 9, 2007 Remember to factor in stuff like dash momentum as well, you can grab people from really far away in some situations.
Brent-quest Posted November 9, 2007 Posted November 9, 2007 I miss watching Daigo play Sol. He was amazing at landing max range wild throws. O.o
Hatred Edge Posted November 10, 2007 Author Posted November 10, 2007 Change your avatar back to Sol! Change it:arg:...... Daigo also did ALOT of random VVs. Lol at his Tomato Red Sol..
Brent-quest Posted November 10, 2007 Posted November 10, 2007 (((( I feel like I'm becoming another betrayer of our dear Frederick.
Spirit Juice Posted November 10, 2007 Posted November 10, 2007 Masa and Daigo were the Sols to beat back in the day. Then #R came out, Masa retired, and Daigo sucked. wwww
Hatred Edge Posted November 10, 2007 Author Posted November 10, 2007 I'll be dropping Sol soon.... 20 matches against my local Eddie and I won 10 in a 10 match winning streak(unblockables can't stop HOS) and won 3 earlier and won ZERO with Sol. His overheads are TOO DAMN slow. Even the guy who beat me with Sol switched to Jam and Baiken. If ARC doesn't pull some drastic changes with Sol in the next GG alot of people won't be playing him anymore. The fact that he's so simple aside from the cleanhit factor really hurts him. And the fact that once he's blocked low, he has no fast overheads like HOS's 2HS or BRP or Millia's 6K or Slayer's 6K(which isn't even fast). He's good but it's times for some upgrades. Look at the rest of the cast. It's like everyones growing and learning and getting better at what they do but when it comes to Sol, it's like he got left in the dust. ARC could make him better and make him more complex than HOS. But noooooo. Stupid japanese creator's care too damn much about the main character being liked that they make them easy too use*Ryu,Terry,Hayate* Just wait. The only Sol players that will be left are the black Sol players who are new to GG. Yes, Spirit Juice is right. Black people play Sol. Counting me, there are 4 Sol players at BCC. Only 2 of us can play Sol. The other two... well, one got owned by May's dolphins... the other has no idea what he's doing. Imagine a Sol that can VV.... Sol was the reason I got serious about GG. BANDIT BRINGER SUCKS! You call that an overhead??
Champion Posted November 10, 2007 Posted November 10, 2007 It seems you don't understand Sol well. His game is not based around overheads (high/low mixup), but rather around his Wild Throw. The main goal is not make the opponent move so he can get caught by it, so you use things like frame traps and lots of lows (like late meaty j.s,2k,2d to prevent people from trying to jump, backdash, mash certain motions, etc) His high/low (land 2k/2d or late airdash j.s,j.hs/j.d) mixup is more situational and is only good from certain knockdowns. His 5D is only good to throw once in a while when you did enough of everything else. And Bandit Bringer isn't a move to use in the high/low mixup, but it's useful to catch backdashers and hit people when you know their 'patterns', it's also good when you recover from a burst, it may surprise people.
Teyah Posted November 10, 2007 Posted November 10, 2007 Sol's neutral mixups involve low/throw, not high/low since his overheads suck as you mentioned. However, he can get high/low going off of many knockdown setups, such as BR. Jump after the BR knockdown and do either AD j.S or land 2K for your high/low, or just land and throw. That's a big part of Sol's game, along with punishing simple mistakes with quick 2-3 hit combos to Grand Viper (damage + knockdown) or BR (to a basic AD/land high-low-throw mixup). *Throw = Wild Throw
reaVer Posted November 10, 2007 Posted November 10, 2007 Hatred Edge, remember the discussion in OS forums, how I told OS is not based around one-shot attacks? Sol is entirely different, he's based around one shot attacks and you're having trouble with it:P Sol doesn't really need the overhead, his throw/antithrow game can keep him going for forever pretty much; and on top of that, if Sol guesses right, he does 200+dmg rather then the measly expected 100-150 you get with OS.
Darkhonor90 Posted November 10, 2007 Posted November 10, 2007 100-150? What type of Order SOl are you playing because I get 200+ damage combos with order sol with no guard build up all day. And in coner Thats not even up for debate
TITANIUM BEAST!!! Posted November 10, 2007 Posted November 10, 2007 Teyah: Best oki option with Sol off of that mixup is to just do a regular j.S as you fall instead of airdash with j.S. It's pretty much reversal-proof if you do it right, so it's your best overall option for getting an overhead hit. You can also do it just a little bit later to make the j.S whiff/not come out and THEN command grab or low for a fucked-up mixup. Darkhonor: HOS doesn't get his damage as easily as Sol does. Yeah, you can do 200+ with HOS but that requires major resources and a good setup. You can't just run up and bust a Wild Throw mixup on someone for free 50% like Sol can.
Darkhonor90 Posted November 10, 2007 Posted November 10, 2007 Teyah: Best oki option with Sol off of that mixup is to just do a regular j.S as you fall instead of airdash with j.S. It's pretty much reversal-proof if you do it right, so it's your best overall option for getting an overhead hit. You can also do it just a little bit later to make the j.S whiff/not come out and THEN command grab or low for a fucked-up mixup. Darkhonor: HOS doesn't get his damage as easily as Sol does. Yeah, you can do 200+ with HOS but that requires major resources and a good setup. You can't just run up and bust a Wild Throw mixup on someone for free 50% like Sol can. Very true on that. But saying he gets 100-150 is rediculous. Now how he gets it is a diffrent story. Its harder but not that hard.
reaVer Posted November 10, 2007 Posted November 10, 2007 100-150? What type of Order SOl are you playing because I get 200+ damage combos with order sol with no guard build up all day. In a match? If so, your opponent is doing severely wrong. It even goes as far as if your opponent manages to get hit in the corner by anything not a throw, he's doing something severely wrong. So your initial question: I play a Order Sol that's fit for matches, not combomovies. As for the style I'm playing: level 1 rushdown and if situation allows I raise levels bit by bit. Very true on that. But saying he gets 100-150 is rediculous. Now how he gets it is a diffrent story. Its harder but not that hard. I recall reading has always been an issue for you. I said EXPECTED damage, yes you can top the 250 or perhaps 300, but those are rarities that shouldn't be expected. Even 200 damage generally isn't something seen often.
Champion Posted November 10, 2007 Posted November 10, 2007 Using only j.s/j.hs oki makes your options kinda too limited so it's a lot better to use some high/low mixup when you have the chance. It's better to start with j.h/j.s to be sure they're blocking, and if they are, then it's better to start doing the high/low mixup (but not too much, so you become predictable and they DP you). Against characters without a DP you can use this more. ;P
Darkhonor90 Posted November 10, 2007 Posted November 10, 2007 FB Farnir with OS on hit = 200+ Coner combos = 200+ Mixup combos with a 2HS RC = 150-200 25% tension setup that happens alot and is a fast low Tick throw (Which is insanely good with him) into coner for free 200+ A great mixup combo that hits alot for 50% which OS gains alot of meter Like TB said. ITs HARDER then a free mixup wild throw but if your doing 100-150 combos. Then your doing something wrong
reaVer Posted November 10, 2007 Posted November 10, 2007 FB Farnir with OS on hit = 200+ Your opponent is doing something severely wrong. Coner combos = 200+ Your opponent is doing something severely wrong. Mixup combos with a 2HS RC = 150-200 With level2 and your opponent is doing something severely wrong if you actually got there for free. 25% tension setup that happens alot and is a fast low Sure, to bad people guard low by default, if they're not guarding they're stupid. Tick throw (Which is insanely good with him) into coner for free 200+ I don't even think you can reach 160 with level 3, you're talking bullshit or comboing on chipp, either way it doesn't count. A great mixup combo that hits alot for 50% which OS gains alot of meter Define, then tell me how you get past the proration. Like TB said. ITs HARDER then a free mixup wild throw but if your doing 100-150 combos. Then your doing something wrong Hence I was (yet again) talking about EXPECTED damage, not POSSIBLE damage.
Hatred Edge Posted November 10, 2007 Author Posted November 10, 2007 I hear what you guys are saying. What's funny is that my mixup and rushdown with Sol has gotten better due to my matches with HOS. Sorry, didn't mean to cut into the discussion at hand.
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