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Everything posted by Spirit Juice
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XburningvigorX's Acct suspended on youtube... sad day for GG players
Spirit Juice replied to shodokan123's topic in Archive
You can't contest the suspension? Kind of harsh that they didn't even give you a warning since everything you uploaded was perfectly legal to my knowledge. :o -
[Accent Core] Sol Badguy General Discussion
Spirit Juice replied to Hatred Edge's topic in Sol Badguy
I realize that, but it's hardly to something to say "zomg Sol is worse in US version dun play him." -
[Accent Core] Sol Badguy General Discussion
Spirit Juice replied to Hatred Edge's topic in Sol Badguy
They removed that bug, but it's really not so bad since he's closer to being arcade perfect (not sure if the stored CLSW bug was in the arcade version). Technically he's worse by a small margin compared to the Japanese console version, but now he's just the same as his arcade version. It's really nothing to worry about or even discuss more than a little bit. -
[Accent Core] Sol Badguy General Discussion
Spirit Juice replied to Hatred Edge's topic in Sol Badguy
As Weget said, they delayed the GF FRC timing from XX to #R to be slightly later. They also removed the ability to have more than one GF on the screen at once. GF FRC is one of those things you're going to have to practice and put its timing into muscle memory. BB and RS FRC are kind of gimmicky and aren't really used that much in match play. BR FRC has uses in the corner after j.D, but that's about it. The FRC point for BR is the first few active frames, so you need to be really quick to FRC it. If you can FRC Robo-Ky's 5H FRC, you can definitely FRC BR. -
[Accent Core] Sol Badguy General Discussion
Spirit Juice replied to Hatred Edge's topic in Sol Badguy
I'm not really sure what you're asking here. Are you asking if using TK BR like he did possible against other characters or something? If you are, I don't think so. It's likely that the combo only works on Potemkin and it's pretty hard to do consistently (or I was doing it wrong). Unless you're making a combo video to do something cool, save your tension. -
Go search for them on Moontube (nico video). Their quality is much better than youtube's.
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I'm your father.
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loool It was actually j1n's doing in a thread I made many monthsago. Kugler RANDOMLY made it my avatar today.
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Machaboo vs Ogawa, Tougeki 07. As hype as you can get.
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But if we go by that logic, wouldn't Ky be ranked higher in Japan based on Machaboo's impressive display at SBO? Despite Ky's shortcomings, he made it seem like Ky could hang with S tiers as well. I think my brain melted from reading this. Even though the thread has had it's casual, silly discussion moments, that kind of post is just downright ugly, adds nothing to the thread, and didn't need to be posted. :|
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Jam is S? What a surprise, Flash.
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5) reserved
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4) reserved
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3) Special Moves, Force Breaks, and Overdrives Note: I'm not going over the Dragon Install versions of these moves because Dragon Install is terrible. More on that later. Special Moves Gunflame (236P) - Great move if you FRC it, not so much if you don't. As long as you FRC it, GF is very versatile. When trying to get in, FRC it and the GF projectile will help shield Sol as a means to get in. You can use it in pressure strings to continue your strings. On CH 2D, you can combo into GF for a big damage combo. In the corner, you can combo into GF from 6P. You can also use it as a super meaty attack for okizeme as long as you FRC it. Unfortunately this move can be pretty terrible if you don't FRC it. If you're going to use this and not FRC it, DO NOT GET PREDICTABLE WITH IT OR YOU WILL GET PUNISHED FOR IT. And by not predictable I mean maybe once or twice max per match. If you don't FRC it, you're looking at 50 frames of recovery, all of which you will be in CH state (meaning big nasty combos for some characters). Gunflame Feint (214P) - Not much to say about this move. Although it's a "feint" it's not really any good at tricking anyone into thinking you're going to do a GF. You can possibly bait a CH VV after doing this in a pressure string or whiff it on wake up if you're close enough, but that is pretty risky and not really worth it when you have much better options. Best use for this move is when you end a string with S(f)-H, use GF Feint to cancel out the recovery on H to make the string safer. Other than that, it's not very useful. Volcanic Viper (623S/H air or ground) - Overall GREAT move and hands down the BEST uppercut in the game. Lots of invincibility, good damage, and a great follow up move. Very versatile in combos, defense, and offense. If you're a yomi master, this move will make your opponents quiver in fear. This will combo off of anything as long as the opponent is close enough. Defensively, this move can scare opponents attacking you on wake up or even during certain pressure strings. Offensively, you can use this as a great means of getting in on an opponent if you think they're going to try to poke you, and you can also RC the first hit (leaving you on the ground) for a tick throw or continue pressure. Like all uppercuts, the drawback is being baited if you do it randomly or guess wrong, leaving you open for a punishing combo. If they block it and you have meter, always RC the first hit if you can (otherwise RC the second hit on the way up). If it whiffs, you're going to eat a combo. Tataki Otoshi (214K after VV) - Not much to say here. It's the follow up kick to VV that sends the opponent plummeting downward for knockdown (untechable for 30F). At most heights it will knockdown. Grand Viper (214S) - Pretty good move, but very risky when used by itself. Mash for more hits (read my GV FAQ for more details on 8 hit GV and its uses). Last hit will net a Clean Hit if you do it correctly (untechable for 64F), sending the opponent high into the air for an air combo. As long as you don't combo into it from a combo that started with 2K, you can easily get a 50% combo on a majority of the cast. During this move (except for the uppercut on the last hit), Sol is in a low state like his 2D, meaning he'll go under a lot of moves while traveling. -21 on block, so it's very punishable on block. If you do do it randomly, try to make sure you have meter to RC it on block. 80% prorate. Bandit Revolver (236K air or ground) - Good in combos, but risky when used by itself or in pressure strings. The ground version is auto jump installed, and the air version has an FRC point that can lead to "interesting" combos. The second hit of the ground version will always knockdown, which can be useful in a lot of combos when VV + kick follow up will not knockdown (which happens to be long air combos and combos with a lot of Clean Hits). In pressure strings this move can be useful for catching opponents trying to jump away, knocking them back down and putting you at an advantage again. BR is -4 on block at max range, but if you're too close you will get thrown after a blocked BR. Opponents expecting a BR in a pressure string can punish it with a quick air throw, so be careful of that as well. As will all of Sol's specials, don't get predictable. Bandit Bringer (236[K]) - Good for certain combos and catching back dashes during a pressure string, but it's terrible for anything else. This move hits overhead, but it has 32 start up frames and his highly telegraphed, making it, in combination with the 32 start up frames, one of the most obvious overheads in the game. Players that can react fast enough will, at best (for you), jump up, IB it, and throw you when you land. At worst, they'll punish you in the air with a quick air string. The move has an FRC point, but it's pretty worthless and doesn't have many uses. In previous versions, this move used to be great for big damage combos because of the floor bounce. Unfortunately, on normal hit it causes a floor slide, making it difficult to combo after unless the opponent slides into the corner. On CH it causes a floor bounce that's untechable for 152F. Random fact: on Potemkin and Zappa, Sol can combo BB infinitely on them, but it's pretty hard and not worth the time, trouble, or effort. Prorates 66%. Riot Stomp (214K) - This is a weird move that doesn't have many uses. It has an FRC point after Sol reaches the wall, but it doesn't have many uses outside of combo video fluff or creating a weird mix up at mid range (FRC then 2D when you land). Wall bounces on normal and counter hit. Normal hit is untechable for 28F and CH is untechable for an unknown, but much more than normal hit, amount of frames. If you're going to use this move, only use it when you're really close to the corner. It can be useful for escaping pressure when you're close to the corner, but use it wisely. If you do it randomly, you're going to get punished for it by at least every 6P in the game (except Zappa's to my knowledge). Wild Throw (623K) - Sol's command throw and a key part of his gameplay. 70 pixel range. Not much to say other than land it, do your most damaging combo you can from it, and knockdown after your combo. Has 35 frames of recovery if whiffed and Sol is in CH state. Forced 55% prorate. Sidewinder (j.236H) - This is your staple move for all your big damage air combos. On normal hit, this move sucks. On Clean Hit, this move rocks. The damage for this move is 35 +25*N, where N is equal to the number of Clean Hits in the combo. This includes any Clean Hit caused by Grand Viper, Fafnir, or other Sidewinders. The move will wall bounce on normal hit, and will be untechable for 56F on counter and clean hits. Ultimately, your goal is to do Sidewinder combos for big damage. To get a Clean Hit with Sidewinder, Sol needs to be close to an airborne opponent and hit them around their waist or upperbody (varies from character to character due to hit box sizes; only way to find out is to experiment!). At max range, this move will likely and cleanly beat all air normals thrown at it, but it's not worth doing at all outside of combos. There is a minimum height requirement to SW, so you're not going to hit anyone by tiger kneeing it. Forced 70%. Force Breaks Fafnir (41236D) - Fafnir was once a special move but is now a Force Break. On hit it causes a wall bounce that is untechable for 32F, and on CH or CL the untechable time is 64F. On block it leaves you at +7 and does a lot of guard guage build up. This move cannot be cancelled into, but it does have uses in pressure strings and combos. A useful string (now not as useful due to Fafnir being a FB and costing 25% meter) is any pressure string into S(f)-2S (whiff cancelling it), Fafnir. This string is used for catching people trying to jump away. If caught by it, it'll likely result in a Clean Hit and a 50% follow up combo. The move can also be comboed into from GF, BB, or a low AD j.S-D, land, Clean Hit Fafnir (although it's hard to land CL Fafnir on lighter characters in this combo). Another use for this move is if after you do a CH 2D into GF and miss the FRC, you can link Fafnir right after for a Clean Hit and combo on most characters (light characters may be excluded from this). During Fafnir (hit, block, or whiff), you can do Tyrant Rave for an extra 25% meter, but it's not really worth it. Forced prorate 70%. Tyrant Rave (46D during Fafnir's active frames) - Not very useful. Does a lot of chip damage, but isn't worth doing even if Fafnir hits. An extra 25% meter is not worth the damage it produces. The only time you'd use this move is if you're making a combo video or land a random, normal hit Fafnir and need to kill them with Tyrant Rave for the win. Hits 1-3 prorate 80%. Overdrives Tyrant Rave ver. Beta (632146H) - Not very useful. It has good amounts of invincibility, but you're better off doing VV and RCing it if you want to blow 50% meter on a wake up move. If you're going to use it on wake up, only do it if you're really unsure if they're going to bait a wake up VV by blocking it since this move is generally safe on block (although it's -15 on block, your opponent usually gets pushed back far enough that they can't punish you). The only other use for this move is to combo it after 2D, BR won't connect normally, and it will kill them. Fun fact: if you're Gold Sol or are in training mode with infinite meter on, RCing the first hit of this super over and over is an infinite. Dragon Install (214214S) - This move is terrible and arguably THE worst OD in the game. It's not practical in any way, shape, or form. Sol's 6H is probably more useful than this move. While DI does temoparily make Sol go into "berserker" mode and gain meter over time, once this move is over Sol will lose any meter he's gained, and if he enters the recovery animation (kneels down and touches his head very briefly) he'll be close to a negative penalty and dizzy state afterwards. Only use this move if you want to mess around in casuals, want to look cool after winning a round and have 50% meter to burn, or are making a combo video.
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2)Normals 5P - Not much to say about this move. It leaves you even on block. It can whiff on certain small characters blocking low, leading to a weird tick throw set up. Prorates 80% on hit. 5K - Great move. Comes out in 3 frames, is great anti-air and is great for stuffing moves when up close. You'll be using this move a lot as anti-air, in combos, or in pressure. Although it's great anti-air and comes out fast, high-priority jump-ins will stuff it cleanly if done correctly (Johnny j.H, Venom j.H, Slayer j.H, Order Sol j.H are some examples). S© - Not really much to say about this move either. You use it in pressure strings and combos. On rare occasions you can use it as a tick throw if your opponent is really scared and trying to FD you away or can bait a CH uppercut with it. Overall this move isn't terribly useful. S(f) - Fast poke that comes out in 7 frames. Useful for stuffing moves at max range if you think they're going to hit a button, or it can be used to prevent jump aways after a whiffed 2S. When playing ranged ground games with characters, use this to punish whiffed pokes. However, the hit box really sucks for this move. The hit box is the tip of his sword, the rest is Sol's hit box. Want to see something funny? Use this move against Johnny's 6P its max range and watch Sol get CH into the air (easily at more than mid-screen length). 5H - Hit box wise, this is your best poke, but it's a little slow on start up (11 frames). The hit box is about 1/4 the length of Sol's sword on the last animation frame. On CH it can lead to nasty, big damage combos... but fishing for a CH 5H isn't exactly easy. Not terribly useful in combos or pressure, but it has its moments. 6P - Decent anti-air if they're air dashing at you, useful in many corner combos, great on a grounded CH (hitting them in the air allows them to tech faster compared to when they're hit on the ground). On a ground CH you can do some beefy combos in certain situations, and this move will stuff a lot of mid-ranged pokes if used correctly. In a corner combo, you'll usually use this into GF FRC for a big damage combo. Prorates 90%. 6H - Scrubs love this normal. I don't; it's terrible. In fact, I don't ever recall using it in an actual match except as a punish. Only gattlings from 6P. If you do actually land this move, cancel the first hit into Grand Viper or Gunflame FRC for a combo, though Grand Viper is your best bet. It can be used as a meaty attack, but offers little in return. Staggers for 35 frames. CH state until end of recovery. D - Standard dust launcher. Comes out in 22 frames like several other characters' dusts. In comparison to a lot of the cast, this is a fast dust. Unfortunately, the range on his dust is terrible and is highly telegraphed. It leaves you at -13 on block, and unfortunately, due to its terrible range, you will likely get punished for it on block. For example, if Johnny has a Lvl 2 Mist Finer and he blocks your dust, you're going to eat a 50% combo. On the bright side you can do some decently damaging combos to 50% combos off of his dust. 2P - Great move. You'll be using this move a lot for pressure and okizeme. It lives you +2 on block and is great for tick throws, throw baits with 2K right after, or baiting CHs with something like 6P right after. Delaying a 2K right after 2P is a great way to bait a throw when they think you're going for a tick throw, and doing 6P after 2P at 2P's max range will beat a lot of poke out attempts. Prorates 80%. 2K - This move is similar to 2P, but has slightly less uses and more range. Use this move after 2P for a good throw bait. It's a decent poke when up close, but you're not likely going to be running in with this move without getting poked by your opponent. You'll be using this move a lot if you're trying to combo into GV, as 2K-2H -> GV works really well. Prorates 70%. 2S - Great move and great poke. For some reason this move beats a lot of Jam's normals and I see it spammed at times when Sol players play against Jam. Leaves you +3 on block, so it also makes good as a tick throw move or a CH bait. However, since you'll be using this move in a pressure string, you'll often be pushed away too far to make use of it as a tick throw. Still, this move is great. At S(f)'s max range, you can whiff cancel into 2S and throw out S(f) again as a jump bait. 2H - This move has its uses outside of pressure and combos, but it's often too slow or difficult to gain anything from it by itself (like pressure) to be of any use. 2H is a better AA than 5K (priority wise), but the speed makes it less reliable. Oddly enough, the move's hit box is right in front of Sol as well as slightly above him, so it can possibly beat out pokes if it's close enough... even moves that it doesn't look like it should beat (2H beats Chipp's 2D at starting position which is pretty funny). On CH, it floats them in the air for 52 frames and nets you a free combo. In pressure this move can be great is best utilized with GF FRC right after it. The hit stun will usually keep them grounded long enough so that they'll have to block the GF FRC. If you're close enough, this move will combo into Grand Viper. Prorates 90%. 2D - Easily Sol's best normal. This move comes out fast, and between frames 4-23 (most of his start up, active, and recovery frames) he's in a very low to the ground state, making him difficult to hit by most standing attacks. On CH it will float the opponent, allowing you (if you're fast enough) to combo into GF and FRC it for a big damage combo. You'll also be ending a lot of your pressure strings with this move since you can often cancel it into GF FRC to continue pressure or do Bandit Revolver to catch them jumping away. In combos, you can cancel it into BR, Roman Cancel BR, and do a Sidewinder loop off of it. On lighter characters you can actually combo a Clean Hit Grand Viper. j.P - Not much to say about this move. It can cancel into itself, and if you're fast enough to react or expecting a jump in, it can beat some slower jump ins (like Slayer j.H). If your positioning and momentum is right, you can force an airborne opponent to block your j.P spam and drag them back down to the ground. Cancelling into itself can lead into decent air combos or Sidewinder loop. j.K - Air to air move. Use this if you're going air to air with the opponent and need more range than j.P. You can gattling back into j.P from this move. When your opponent is in the corner and taking pressure from you, do running j.K-D after GF FRC if you think they're going to jump out of your GF FRC to catch them off guard and hit them. j.S - Your jump in in most cases and you'll be using it in a lot of air combos. Jump cancelable and can gattling backward into j.K. It can be used as a meaty on wake up. If done correctly, it will force them to block high OR completely bait their uppercut or wake up super (you'll land before the reversal comes out). On tall characters you can get fuzzy guard set ups with this move, but it's difficult to get anything out of it. Unfortunately this move can be beaten by practically any anti-air in the game and doesn't have a great hit box like Slayer's j.H or other similar, "high priority" jump ins. Prorates 90%. j.H - Great move. Untechable on air hit for 17F. It has a very awkward hit box that makes Sol difficult to air grab or hit from below if the opponent is airborne. The move has 0 recovery, so you're free to do whatever you want after recovery, even air dash as long as you're not too low to the ground. On tall characters you can do a weird 50/50 set up with this move on wake up (see 5) Gameplay). If you use this move correctly, you can play a very annoying "run away" Sol that can be difficult to get on the ground. This move is also great for Sidewinder combos due to its large amount of active frames. j.D - A good move that lost it's glory in Slash due to its obscene untechable time in previous versions. Still, this move is still really good. On normal hit it causes blowback and is untechable for 23F, and on CH it causes a wall bounce that is untechable for 54F. This move has a large hit box and can be difficult to hit at certain angles, but is better used as air to air as long as you hit it before they throw out a move. You'll mostly be using this move a lot in certain air combos to maximize damage. Prorates 90%. Throw - Standard throw with 43 pixel range. Floats on hit. Some characters will be able to tech out of this throw, while others will be knocked down by it. For those that can tech out of it, you can link a 5K into a small air combo for more damage when you throw them into the corner. Prorates 50%. Air Throw - 88 pixel range. Floats on hit and is untechable for 60F (will knock them down 99% of the time you do one unless you're practically at the top of the screen). If you're low enough and/or close enough, you can combo after an air throw. Forced 50% prorate.
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EDIT by VR-Raiden 9/18/13: This is a Sol guide made for beginner, intermediate, or advanced players to use as an informational reference. Topics covered are listed below. As of 9/24/07, this guide is not complete, but I figured I'd post up the first three topics for new players until I finish the rest within the next few days. This topic will be locked; all questions will be in different, specific threads. IMPORTANT LINKS AC Sol Frame Data Grand Viper in AC FAQ Table: 1) Intro 2) Normals 3) Special Moves/Force Breaks/Overdrives 4) Combos 5) Gameplay (pressure strings, baits, tips against character match ups) 1) Intro Legend: - GF: Gunflame - BR: Bandit Revolver - BB: Bandit Bringer - GV: Grand Viper - VV: Volcanic Viper - RS: Riot Stomp - WT: Wild Throw - SW: Sidewinder - CLSW: Clean Hit Sidewinder Pros: - Clean Hit Sidewinder Combos/loops do good damage - 5K is tied with Jam's 5P as fastest normal in the game; great anti-air - Best uppercut in the game which leads to knockdown in most cases - Good mix up and rushdown with a lot of throw bait and counter-hit bait strings/set ups - Counter-hits on some normals and many special moves can net big damage combos Cons: - Can be a very high risk/low reward character; his specials (sans Fafnir) are easily telegraphed and can be easily punished if used recklessly or not used correctly - Aside from Wild Throw, Sol will likely be spending 25%-50% meter to do SW loop and big damage combos, making his abare lacking - Keeping up pressure may be difficult without Gunflame FRC - Must get in close to be effective - Many characters can easily out zone Sol Changes made from Slash to Accent Core: - Fafnir is now a Force Break. It comes out much faster, is completely safe on block, and has a Clean Hit property. Can follow up with Tyrant Rave for another 25% tension on block, hit, or whiff. Invincible to throws from frames 1-8. - 2K-6P gattlings, but will no longer combo. - Air throw is now untechable. - Volcanic Viper (both air and ground versions) damage has been reduced. Tatakiotoshi (followup knockdown kick) untechable time has been increased. - Grand Viper starts up faster, is now only eight hits, and the last hit Sol does an uppercut that leaves him airborne. Last hit has a Clean Hit property. Still unsafe on block, but you won't get Instant Killed anymore. - Gunflame Feint now has a hitbox; hits at Sol's leg. - Gunflame no longer combos on crouching opponents (eg. 5K-2H -> GF). GF has 1 more start up frame and has less active frames. - Air Bandit Revolver has longer untechable time on hit. - Sidewinder now does more damage on Clean Hit. Damage done depends on how many Clean Hits are in the combo (includes Clean Hits from Grand Viper, Fafnir, and other Sidewinders). FAQ: - Q: How do I do 8 hit Grand Viper/get a clean hit on Grand Viper? A: Please read my FAQ about how to get a 8 hit Grand Viper and clean hits. - Q: Random story question. A: This isn't story time. This is a guide to help you understand how to play Sol. Go consult GameFAQs if you want to ask story related questions. I will delete ALL story related questions/posts WITHOUT HESITATION.
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RANBAT: Bi-weekly at Arcade Infinity (SoCal) *RESULTS* and *VIDS*
Spirit Juice replied to Jo's topic in Archive
cheaters >:o JAMA DA -
RANBAT: Bi-weekly at Arcade Infinity (SoCal) *RESULTS* and *VIDS*
Spirit Juice replied to Jo's topic in Archive
Justus voice should be rent by the hour for any tournament. -
RANBAT: Bi-weekly at Arcade Infinity (SoCal) *RESULTS* and *VIDS*
Spirit Juice replied to Jo's topic in Archive
still not enough o -
[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Spirit Juice replied to Shinjin's topic in Archive
This would only help you if you had O. -
[Accent Core] Sol Badguy General Discussion
Spirit Juice replied to Hatred Edge's topic in Sol Badguy
They also fixed the bug that if you burst during a CLSW, the game still counts the number of CLSWs if you punish the burst with more CLSW combos. In other words, your next CLSW could possibly do 100 damage. I'm not sure if this bug was JP console only, but removing it isn't a big deal since no one bursts during a CLSW to begin with. -
This all works in theory, but the practicallity of it all doesn't seem to add up from what I've seen and experienced... otherwise you'd see P.C and 012 busting out all of these theory combos you've mentioned. As for Ogawa/Arisaka's tier list, it's in the GGAC crying, bitching, etc. thread. EDIT: Found the post containing the tier list. http://dustloop.com/forums/showpost.php?p=128975&postcount=447
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Took out the con about defense rating, but left the con about Guts rating in. No matter how you look at it, average or not, a Guts rating of 1 sucks. It's not a huge con, but it's just something that should be on the list because it puts him at a disadvantage compared to a majority of the cast which has higher.
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SOL BADGUY Pros: + Sidewinder (air 236H) combos do decent to huge amounts of damage. Even combos starting from 2K or command grab can do 40-50% damage or more depending on the character. + 5K makes good anti air against most jump-ins. + 5K is the fastest normal in the game (tied with Jam's 5P). + Good mix up and throw game/throw baits. He can be very scary when close up and has meter to do Gunflame (236P) FRC. There are various tick throw, throw bait, and CH bait strings he can do. This becomes even more effective in the corner with an unpredictable Bandit Revolver (236K) able to knock down potential jumps for escape. + Sidewinder combos can be done anywhere on the screen for decent to good damage, making his abare good. + His air throw causes knockdown and be combo'd off of if it's low enough to the ground. + CH on many of his specials and normals can lead to big damage combos. Some normals include 2D, 6P, 5H, and j.D. Some specials include Riot Stomp (214K), Gunflame, Bandit Bringer (236[K]), Volcanic Viper (2nd hit only, 623S or H), and Fafnir (41236D). + Can score knockdown on any air combo in most cases by doing Volcanic Viper + knockdown. + Volcanic Viper is THE best uppercut in the game. It has a lot of invincibility and has a knockdown as well. The first hit is grounded and can be RC'd to make it safe on wake-up if blocked or launch the opponent into the air to start up SW combos. RCing VV on block is also a useful tick throw set up or a way to set up a pressure string. + Grand Viper (214S) can lead to big damage combos on clean hit. + Gunflame FRC is a great tool for Sol to get in as it can protect him from long pokes as he closes in. It's also good for continuing pressure strings and useful in certain combos. Cons: - All of Sol's big damage combos come from Sidewinder loop, meaning all of his big combos need to be done in the air. While his abare is generally good, Sol's options in getting his opponent on the air are limited and usually require 25-50% meter, a CH of some sort, an anti-air, or a command grab. Compared to other characters that can get decent to high damage combos with little meter expenditure, this puts him damage options lower compared to top tier characters. - All of Sol's special moves (except Fafnir) are easily telegraphed and are often punishable on block or can even be anti-aired with a well timed 6P by characters. In general, they can be high risk/low reward when used outside of combos unless FRC'd. - Weak high/low game. There can be certain instances where Sol can make use of a high/low game, but these high/low games can only lead to damaging combos in the corner in most cases. - Sol's best pokes, S(f), 5H, and 2S are weak compared to a lot of other characters' pokes/normals. They are often stuffed by many, better pokes/normals by a multitude of characters. - In relation to the above con, Sol's most effective range is up close and often has trouble getting in on many of the characters in the game. As such, he has several unfavorable match ups in the game. - Only has a Guts rating of 1. - Fafnir is a great move, but now costs 25% tension to use. - 2K-6P does no longer combo, which is arguably his biggest nerf in Accent Core. It hurts his mix up and combos by a noticable amount. General summary: Sol remains a solid character in Accent Core and has a lot of pros that make him a solid character, but his cons weigh heavily against him. While he remains solid all around, Sol's biggest flaw is that he has nothing about him that makes him "broken" or stand out compared to the S and A rank characters.
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I SEE WHAT YOU DID THERE.