-
Posts
3,212 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Spirit Juice
-
[Accent Core] Sol Badguy General Discussion
Spirit Juice replied to Hatred Edge's topic in Sol Badguy
http://img66.imageshack.us/img66/7637/solframesck1.gif Original frame data says 17. -
[Accent Core] Sol Badguy General Discussion
Spirit Juice replied to Hatred Edge's topic in Sol Badguy
Just to clear things up, Fafnir is NOT strike invincible on frames 1-7; that was a mistake on the translated frame data that never got fixed. :\ It is, however, throw invincible from frames 1-7, as explained in that video by Kusoru. While it's not terribly useful, you can still do some gimmicky stuff and tricks with it. Overall Fafnir isn't a very useful move, but to say it's worthless isn't really accurate. -
Seems like it.
-
lol Kusoru. He wins because he does weird stuff but loses because of it too. Entertaining nonetheless.
-
I'll try to copy-pasta these, clean them up, and put them in my guide thread sometime soon.
-
I know... but he wasn't... so.
-
Well, I noticed he likes to jump out of pressure a lot, so I kept doing it.
-
http://www.youtube.com/watch?v=DQPA0juK0JU Most recent video of me. Highlight is that I was the only person to beat Nerina that day, whom proceeded to rape the fuck out of everyone else. I should've beaten Hellmonkey's Eddie but I threw away the first round twice (should've 5K after the CH j.H ftw, and should've gone for a command grab instead of a bait with 5K), and during the second round I scrubbed out and kept jumping stupidily.
-
West Toast X (2/16-2/17) SoCal Results/Videos Thread
Spirit Juice replied to Hellmonkey's topic in Archive
Zaido has the team tournament brackets. Hopefully he can post them up soon. EDIT: Blitz(MI)/Razyrbyrn(ZA) vs. Thy(SL)/Chris(MA) is mislabeled. Thy = May, while Chris = Slayer. -
Lazy juice is lazy.
-
How you're able to actually do this is beyond me, since the thing takes five years to start up. o_0
-
2/3 or whatever for teams is the worst fucking idea ever. ;o
-
FT10 $1,000,000 money match fgt
-
I liked the video, but I think the editting effect with the screen moving around was used way too much and was distracting.
-
Matchup Statistics Japanese Ranking: 5-5 even match. Openers: Sol will generally start off with (f)S or 5HS, two far reaching, fast recovering normals. If you get CH by 5HS, Sol can IAD j.HS >5k> whatever so do not let that happen! The ONLY move you can do that will beat Sol's 5HS at the start is your own 5HS. HOWEVER, Robo's 5HS has huge recovery so do not do this unless you are fairly positive your opponent will lead with 5HS. Usually the risk is too big to lead off with Robo 5HS, and most of Sol's normals/specials will beat yours so the safest thing to do is just block on opening. If you IB Sol's 5HS from the start, expect him to IAD so you can jump and punish it. Okizeme: Opponent's tension is below 50% = 5p/5hs FRC Opponent's tension is @ or above 50% = 5p/5hs FRC Sol has the best Shoryu in the game, so use that information wisely. A well timed meaty 5p will recover FASTER than the 5 frame startup of Volcanic Viper, so even in the case of a reversal if you on wakeup do 4p (blocking while 5p'ing) you can block VV and punish. Since there are two versions of VV, both with the option of the followup 214k to keep floating in the air, it makes it hard to figure out where you need to be to punish. IMO the hardest Shoryu in the game to punish (with the exception of maybe Buri, but his sucks anyways) Bazooka is usually safe from VV if you space it enough, but you still have to worry about Grand Viper, so if you are going to bazooka, make sure it's meaty so they have to reversal GV to hit you. Punishes: Like I said, VV is pretty damn hard to punish. Another annoying feature is that it isn't in the counter state for that long, so don't bank on punishing with something like j.S CH. usually best/easiest punish is j.p j.s dj j.s j.hs missile. If you can time command grab upon landing that works too. For Blocked Grand Vipers, I tend to IB the last hit, run up 2k, 2s, 2d. There isn't really that much time to punish even off of an IB, but if you're close enough command grab is better if they have bar. Horsie will also work. Also if they have a Burst, I would recommend using Level 3 SRK super to punish, as it is burst safe. Riot Stomp is used few and far between, but it's really easily telegraphed so punish with j.S or j.HS for CH goodness. If Sol is in the habit of gunflaming you over and over, you can jump or IAD over it and j.S for the CH. Just keep in mind Sol is in recovery for all 50 or whatever frames of gunflame, and the flames are easier to jump over than you think. However, most good Sol's generally don't use gunflame unless they are comboing or FRCing it, so use this tactic only when the Sol you're against doesn't have bar or has been consistently not FRCing it as pressure. jumping in on Sol is a HORRIBLE idea when he FRCs gunflame or otherwise, as his AA's like 5k just beat everything you have. Counters: If you see the 2k>2d coming, level 3 horsie on reaction for the counterhit. his 2k and 2d are hella fast, so not always going to work. If theyre ending block strings with bandit revolver where the first hit of it whiffs. You can HS it on reaction. Can HS frc a riot stomp if they do it far enough away from the corner on reaction. Anti-airing: This is the hardest part about beating Sol I think, simply put his ground to air game is amazing and Robo's AA game sucks. 2HS is only good for anticipatory jumps or air dashes in from Sol, and generally do not have any follow ups on hit. Sadly Sol's j.S is faster and outranges your air normals, so you should either j.hs for the range or jump>IB>airthrow or just just>airthrow. This sounds crazy, but I like to AA with 2k right as they are falling, since the low profile avoids j.HS, and the active frames of 2k will hit right as you land. once that connects, you can just hitconfirm into 2s>2d. Zoning: Not easy, his normals are generally better than yours, and gunflame is just not fun to work around. Try to create distance to lay a mat and just defend it. If you anticipate him jumping in on you zone with 2hs but Sol's running speed means he can punish if you do it too close to him and he doesn't jump. f(s) gatlin into 2d is good, but will lose to Sol's 5HS. Their game plan: They can punish Bazooka Okizeme with Grand Viper as they are waking up. Adjust your gameplan accordingly making use of Backdash, 5p, or 5hs FRC whiffing. Sol's only ground overhead is his 5d which is really slow and bad, so the only mixup you should worry about on the ground is lows or his command grab, both of which will lead to high damage when connected. Get used to Faultlessing some of Sol's setups for tick throws, such as 2p or 2k. Strategy: Besides doing unsafe strings that Volcanic Viper will punish, try to avoid getting inside his sweep range as well. Sol's 2d can shut down some of your pressure tools. Char specific details: Sol has a weird air hitbox, so you have to a be a little more precise when doing the 5HS frc running 5HS frc combo as well as other air combos. Member Submitted Info: A lot from Wekk, thank you.
-
I think it really depends on who the player is you're playing against. If they don't punish it, keep doing it. If they keep punishing it, then you should probably stop. Being able to adapt to all situations is what makes a good player a good player. I agree that Champion is probably the most solid from what I've seen in videos, but something doesn't sit well with me. It feels like... he's too "passive" for lack of better words and not active enough. Still solid though. Also, it'd be good to see matches that are pretty close.
-
:8/:
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
So... uh... over half the cast has 6:4 against Chipp? :8/:
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
:8/:
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
I'm pretty sure Baiken and Chipp are even with Eddie. I'm pretty sure he's even with a lot of characters in the A and B tiers, but not everyone in the game has a bad match up against him.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
I guess Eddie vs Pot being 6.5-3.5 is plausible. Still probably the worst match up in the game.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Actually I'd say it's safe to say Pot vs Eddie/Testament is 3-7 for Potemkin. Other than that, practically all bad match ups in the game are 4-6 or 4.5-5.5.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Uh... this is a Sol forum, guys. :|
-
I GV a lot in casuals cus it's silly and expected of me after I coined the meme "ALWAYS GRAND VIPER!" here in Cali... but overall I try not to use it that much. It also depends on the character... like Slayer.
-
What was so funny about it? I guess toward the end when I was like "lol combo miss" after wild throw... @_@ I'd MM you if I was going to FRXI. Ticket is way too expensive and I'd only go if Kugler or Hellmonkey went. On a related note, I can't, for some reason, take MMs very seriously anyways.