Final Ultima Posted March 3, 2014 Posted March 3, 2014 I think PBB is mainly good for miscreen stuff since not every single combo we get will be in the corner, if you're in the corner then kudakero loops into TR seems the way to go. Also, in one vid Kusoru did PBB>RC>PBB so that definitely will last long enough to expire DI's timer. The positioning issue is pretty moot, in my opinion. Any actual confirm into Dragon Install will most likely be in the corner, and if you just bust it out in neutral, Dragon Install Sol has the corner carry of the gods anyway.Kudakero looks legit. It's a combo extention in the corner similar to belial edge, it's +, it can crossup with that huge explsion in DI (and falls faster too) and it enhances Sol's rushdown significantly. Basically it's godsent. (also,DI kudakero loops will be the best thing ever) An important thing to add is that Kudakero is only really safe if the opponent is forced to block the flame, so it's weak to being intercepted before Sol hits the ground. Instant Block poses an obvious risk.
BladeOfJustice7 Posted March 4, 2014 Posted March 4, 2014 After watching Ain's sets with Roi and Mugen, Kudakero: Vertical Riot Stamp Ver. 2.0. This move REALLY enhances Sol's footsie/rushdown game as it allows him to have more options for approaching. But ti's clearly not an abusable move, as it can be air grabbed mid flight, or IB'ed and punished. either or positioning it correctly can make it fairly difficult to AA from what I can see and it's overall a safer way of getting in even if it doesn't lead to immense damage. From what I saw it looks like you can IB it in the air and grab Sol upon landing, kinda like how you can do that against BB. The move still looks dope and causes IMMENSE chip damage in DI form, it's ridiculous lol.
Bloodcrave Posted March 5, 2014 Posted March 5, 2014 i think you're supposed to use it to counter 6Ps, like air dash kudakero instead of air dash j.S or j.HS
VR-Raiden Posted March 7, 2014 Author Posted March 7, 2014 I don't think DI lasts any extra time at low health anymore, based on this http://www.youtube.com/watch?v=2M0IKS9jkfA&t=40m55s It lasts approximately 10 seconds, which is the same I said about one from that very first Xrd tournament stream (it is private now though) http://www.youtube.com/watch?v=9ZDUy7JLPHA&t=1h00m59s - Possibly proof of air throw invulnerable air DI. Venom does j.H and it looks very much like he attempted to air throw. Also, DI lasts approximately 10 seconds at that high health. I think he had pretty high health in that one.
BladeOfJustice7 Posted March 7, 2014 Posted March 7, 2014 It's pretty clear that DI's duration is static now. Fair trade for it actually being useful now, as opposed to a pure gimmick comeback mechanic.
Dreiko Posted March 7, 2014 Posted March 7, 2014 (edited) Honestly, static DI timing is a good thing since it allows you to get a better feel for the duration of it and plan accordingly. I prefer to know when I'm gonna run out and make it so I'm not open for a big punish than to have an extra 2 seconds of DI. It seems it doesn't run out at all while you're airborn or in the middle of executing a move anyhow so if you jump into the air ender at the 9.9 second mark you can artificially prolong it some. edit to avoid double posting: http://youtu.be/1-IhPtvnNK0?t=8m25s This seems like a very interesting crossup setup. What happens is the 6P bounces em off the wall enough so that even 6H doesn't push them all the way back and there's a little gap allowing that IAD jK to fit in, very good. Doesn't seem to sacrifice much damage either. Edited March 8, 2014 by Dreiko
Final Ultima Posted March 8, 2014 Posted March 8, 2014 Here's something new for you all: Bukkirabou ni Nageru can be Purple Roman Canceled. Sol gets hit during the start-up frames so you don't see the super freeze or the telltale purple ring, but you can clearly hear the Roman Cancel sound effect and observe Sol entering the Roman Cancel pose and losing 50% Tension.
Bloodcrave Posted March 9, 2014 Posted March 9, 2014 i just want to say i think in that ogawa vs kei sol you posted, that's the original kusoru the kusoru we saw few days back is the 2nd generation, at least that's what the commentator said
VR-Raiden Posted March 9, 2014 Author Posted March 9, 2014 I'm behind on vids again, but just saw this http://www.youtube.com/watch?v=EzTJHWCr4ws&t=18m54s Dunno if combos like that were in reload but didn't think you could link 5K after 2 hit SVV. Just going to j.D after the j.S would be better there probably anyway but interesting. also a few seconds later he shows you can do a pretty ambiguous cross up set up with air DI activation on oki http://www.youtube.com/watch?v=EzTJHWCr4ws&t=19m00s
Final Ultima Posted March 9, 2014 Posted March 9, 2014 I'm behind on vids again, but just saw this http://www.youtube.com/watch?v=EzTJHWCr4ws&t=18m54s Dunno if combos like that were in reload but didn't think you could link 5K after 2 hit SVV. Just going to j.D after the j.S would be better there probably anyway but interesting. I think that's because Sol was technically still airborne when he did S Volcanic Viper. You could do TK Volcanic Viper loops in #Reload in a similar fashion to old school Axl Bomber loops (aerial SVV |> c.S (JC) > aerial SVV for a few reps, then an ender). Aerial Volcanic Viper had a lot of untechable time and all versions of Volcanic Viper had a couple of frames less landing recovery back then.
VR-Raiden Posted March 10, 2014 Author Posted March 10, 2014 A couple observations: 5D still looks unsafe on block, I assume punished by Slayer 5K here: http://www.youtube.com/watch?v=UEcj2Rn95ZQ&t=11m15s Faust gets air thrown after air DI activation, I wonder if he tried to throw back? Also a few seconds later, j.P combos to PBB. Yeah it's damn fast. http://www.youtube.com/watch?v=EzTJHWCr4ws&t=4m20s Here we see a TK PBB, fast and low as hell: http://www.youtube.com/watch?v=UEcj2Rn95ZQ&t=6m01s Another instance of air throw after air DI activation, looks like Ky tried to FD here though: http://www.youtube.com/watch?v=nAZ9nCA4pPw&t=5m35s
Bloodcrave Posted March 10, 2014 Posted March 10, 2014 wtf j.HS crossup? http://www.youtube.com/watch?v=8iCCSZZrLBY&t=16m55s this could be interesting as well
VR-Raiden Posted March 10, 2014 Author Posted March 10, 2014 wtf j.HS crossup? http://www.youtube.com/watch?v=8iCCSZZrLBY&t=16m55s this could be interesting as well That might just be due to Ky attacking and putting a hurtbox out there, I have hit with j.H from behind with that happening before. Might not hit behind if they are blocking, like j.K does now, but can't be totally sure.
Bloodcrave Posted March 12, 2014 Posted March 12, 2014 don't think i've seen it being blocked low though for what it's worth
Orrax Posted March 12, 2014 Posted March 12, 2014 I think people just like to block high when their opponent is in the air (as they should). I doubt it's an overhead.
king of heart Posted March 12, 2014 Posted March 12, 2014 Is Sol's divekick an overhead? I think it is, that's why you can't TK it.
king of heart Posted March 13, 2014 Posted March 13, 2014 I am really happy to see Kuro-chan returning in Xrd. He is definitely the best Sol i have seen until now
BladeOfJustice7 Posted March 13, 2014 Posted March 13, 2014 I think it is, that's why you can't TK it. I thought they prevented that because it would just be an easy approach tool since the fire after he lands makes him really safe to get in. I am really happy to see Kuro-chan returning in Xrd. He is definitely the best Sol i have seen until now He was the one playing eki-chan in a ft11 at a-cho correct?
Dreiko Posted March 13, 2014 Posted March 13, 2014 So wait, how exactly do they prevent you form TKing it? Does it have like a certain number of frames after a jump that the move is unusable or something? I don't recall a move with a 214 input not being tk-able before in anything I've played, I don't think lol.
edollarports Posted March 13, 2014 Posted March 13, 2014 Height restriction, I'd guess. Lots of air moves have those.
Notwhoyouthink Posted March 13, 2014 Posted March 13, 2014 Nope, that would be stupid if it was. I deff disagree. Why would it not be a overhead? He stutters before it, and in general he doesnt get anything off it, nor does it look like it puts him at any great advantage. Not that the move looks bad, it looks fine. But it not being a overhead would be silly. again not like hes getting huge mid screen combos from it or anything... Also as for not being able to tiger knee it you might have to do the old Ky trick in the old games to do it. 23696 to allow it. Also I wonder if you can do vs certain characters dust loop, end with dive kick, then grand viper for a ender Also ive noticed in videos when the opponent is close to death even with meter they dont end with air dragon install. Can you not combo in and out of air version? It certainly looks fast enough. I think this would deff be a wise use of meter to end a match if you only needed a few pixels...
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