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Posted

If he's using it a lot you can safely IAD over it and do a standard air to ground combo to punish him for it. I've seen Japanese Venoms do that a lot.

This of course works when there's some distance between you two. I don't think regular jump will work since Sol can recover fast enough. Of course he can YRC it to be safe.

 

If he's on you there's not much you can do besides blocking. Fortunately most of the time he has to YRC it to keep pressing on so sooner or later there should be a gap open. Just be cautious, because almost all of his normal pokes have +frames for him on block.

Posted

- Grand Viper can low profile TK Mad Struggle lol.  I had a Sol Grand Viper through c.S > TK Mad Struggle, looked hella dumb.

- 2D can low profile Bandit Revolver/Bringer.  Not sure if there's a better punish (6P clashes Bandit Bringer so I'm not sure how reliable it is) it's safe and easy at least.  Other options would be to Blitz Shield or airthrow but those are pretty risky.

Posted

6P vs Bandit Bringer last game used to be 6P favor mostly. I haven't fought against it enough to see it this game. However if it does work, then that's great because now you should be able to get 6HS after it.
 

2D vs Revolver is a guess but you can react to Bringer! And yeah that's a thing but the reward was generally low, but 2D floats higher this game, should be guaranteed a S Carcass, and from there...

Against Revolver, the key is to IB it standing. That will let you get guaranteed punishes.

 

Venom in general has a hard time dealing with low profiles because they go under 2S. S Carcass is generally the best way to keep them in check. Grand Viper's risk vs reward isn't that good in this game, especially compared to AC/+R though, so you won't see it as much here generally unless he has meter or is being nutty.

Posted

6P clashed Bringer the last time I tried it. It'd probably win if you do it before Bringer goes active but obviously anything would in that case.

I guess you could also just keep mashing 6P in the event of a clash, not sure how clash rules work in this game.

  • 5 weeks later...
Posted

Using 6P on Bandit Bringer during it's active frames will almost always result in a clash in my experience, frequently putting you into Danger Time as well. It clashes from almost any angle, including directly behind Sol for some reason. Several times I have YRC'ed an HS Stinger when Sol used Bandit Bringer, ran under and tried to 6P. It results in a clash very consistently.

If forced to deal with Bandit Bringer from the front, the easiest option I have found for beating it is either j.P or to Blitz Shield it. If your opponent doesn't expect the Blitz Shield, you can punish with c.S for full combo. If they do have the meter to Blitz Shield you back, I just run up grab.

Posted

For bandit bringer you can also dash under airthrow or dash under and punshish during the recovery with throw or ground combo

  • 3 weeks later...
Posted

I lose against this match more than any other. How do people deal with command throw tick setups? Because command throws go through my normals :( 

Posted

Well they don't go through them so much as they don't come out in time (sorry, being technical stickler).

 

Faultless defense will help push ticks away. Of course he can run back in, but you'll have more time to make reads for his command grab.

 

Backdashing and fuzzy jump OS are also effective. See here for the latter: https://www.youtube.com/watch?v=t56ESScdR3M

Posted

It wouldn't be much of a command throw mixup if you could safely OS out of it every time. He can space the Wild Throw to outrange regular throws (the range is actually massive) or just frametrap counterthrow attempts with 2K/2D. If the Sol is doing it right you're just gonna have to guess. If he's not, throw or backdash him when he goes for the throw.

Posted

So, having an embarrassing amount of trouble dealing with bandit revolver pressure. Outside of blitz shield, what are the most effective ways of getting out? Just FD the normal before revolver/bringer and 6H or something?

EDIT: Should mention, was trying to 6P bringer and revolver and lose about 80% of times. Wasn't having too much success with 2D to beat Bringer or Revolver either. Does it need to be done early or late in the move's animation?

Posted

Ah, you're right. It's -5. It felt like jab/2k was losing to whatever came after it but maybe it was just good spacing rather than the move actually being hard to deal with.

Posted

Yeah the move can be spaced. IB helps a lot too. Do note that if he has meter he can try to trap you with DP.

 

IB+FD (same time) may help with Revolver? They might get pushed too fair for their followup.

 

2D only works on Bringer, not revolver. You can't AA it reliably (I have to go back and test 2D more, it's been a while and you need the right spacing anyway) but it's really easy to Blitz.

Posted

At -5 2S should beat any button other than DP/Blitz, and if you IB it should be a guaranteed punish.

And 2D works on Revolver, has to be done pretty early though since Revolver is faster. You want to do it early so you get into low profile as soon as possible then Sol just lands on your sweep.

Posted

Yeah, typically I just blitz shield it, but there had to be a better option than that I thought. Or at least a less risky one. Thanks for the advice re: 2S. Will try that out.

Posted

If Bandit Revolver connects later in the animation it's better on block, that can happen from far away and especially if you crouch block it. Then you also have a 3f normal to worry about after it. So you want to do something other than crouch block it from a distance if possible, otherwise he gets more pressure.

Posted

- Grand Viper can low profile TK Mad Struggle lol.  I had a Sol Grand Viper through c.S > TK Mad Struggle, looked hella dumb.

- 2D can low profile Bandit Revolver/Bringer.  Not sure if there's a better punish (6P clashes Bandit Bringer so I'm not sure how reliable it is) it's safe and easy at least.  Other options would be to Blitz Shield or airthrow but those are pretty risky.

You can reject or air grab both of those option. Bandit bringer is easy to scoop especially if they try putting it in a string

Posted

Shoutouts to accidentally discovering tech in a tournament match. I haven't had a chance to test its consistency, but reacting to a Bringer in the corner with jump back IB at the right timing should guarantee a throw on landing. Basically you want to trigger the active frames as early as possible and still have time to land and throw while Sol is in recovery. Your overall aerial arc from the block should look something like a KOF short hop.

Edit: after some testing I can confirm that this does work consistently in the corner. It can even work midscreen if you jump forward then IB. Depending on height you may get a ground or an airthrow so be prepared to react to whatever you happen to get.

Posted

As someone who up backs like a motherfucker, Sol is a yare yare daze with his 5K and rising j.H/air throw. So if any of you Saul Paulo's out there see any jump Venom's, if you whiff an air throw, j.H's great hitbox will at least allow you to stop them from getting too jump happy.

  • 3 weeks later...

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