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SynikaL

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Everything posted by SynikaL

  1. Could you do me a favor and just type out the notation for the combo? I'm thinking I may have just notated it incorrectly. Anyone got any tips on LvL 2/3 MC Air Dash? It's just inconsistent for me and I can tell what's causing me to drop it. j.k/j.p isn't an issue but the AD seems random.
  2. Well, that's discouraging. I'm having the same issue.
  3. *sigh* Has anyone been able to get the Millia combo at 7:02 to work?
  4. Yeah, I played viper in SF4 and dabbled with Johnny a bit in passed GGs so MC isn't anything completely unfamiliar to me. I hate learning new characters haha. Learning combos in particular. Thanks much for the help!
  5. Is there a BnB primer anywhere yet? I just want 3-4 for to get started. Something midscreen with coin/LvL2/3 and something corner with coin/lvl2/3. - Kimoabae
  6. Christ, these forums suck.
  7. Any good Chipp primers outside the Wiki? I find it lacking. I'm still trying to figure out how to make the JI BNB consistent after a week. - Kimosabae
  8. What are the most standard Command Grab setups every player should look for? Everything this character does looks like a blur to me right now. - Kimosabae
  9. What are the most standard Command Grab setups every player should look for? Everything this character does looks like a blur to me right now.
  10. You can definitely get Blitz OS to work - it used to be my go-to. The best part about it is that it tends to engender a world-class "Deer-in-the-headlights" response from opponents since it's not a frequent tactic, so a Re-Blitz is highly unlikely, or will likely be delayed, heavily. Question: Does Sol have the Air throw range to successfully grab BB at the ranges it's commonly abused in Blockstrings? I hate being forced to block it. - Kimosabae
  11. Is there anyone willing to share their thoughts on the Mirror? Mirrors are a good way to make you cognizant of what not to take for granted with your character. Anytime I autopilot anything I get bodied. - Kimosabae
  12. First off, I never implied Sol isn't one of the strongest characters - I just don't think he's so strong he's second best. At least, not anymore. While I consider all thoughtful opinions; notions from authority figures aren't gospel for me, like they are for some. I can reckon my own conclusions, thanks. Secondly, that list has been implied to be more of a "frequency-of-usage" chart, rather than a thoughtful tier list. There's no way in hell Ky is third best character in the game. -Kimosabae
  13. @LockedAndClush Didn't know 2s could catch the low-profile of STBT and low profile HCL. That's really helpful! What kind of Oki do you like to do after CH 2s>6H? Is safe jump j.s a good enough setup for grabbing the Overdrive Reversal? @KenDeep I find that Airdash Oki loses a lot more to 6p/throw OS nowadays so I've gone away from it. I only go for it after I've qualified or disciplined them enough to stop using it.
  14. Sol has a command grab and can... "Y-R-C" his Gunflame special move?? Dude you just blew my fucking mind.
  15. Pretty sure, yeah. His Oki is strong and he hits hard, but his ceiling is lower than Millia, Zato, Chipp, etc. and people are getting better at countering his standard set play options. He has to go for the Level 2 and 3 Yomi more frequently now. Ky third best? Yeah, that list definitely lol. *edit* Though this is based on Revelator, which we admittedly know little about.
  16. I really have a hard time believing that people would continue to think Sol is THAT durable in Japan. I feel like he's starting to show chinks in his armor due to his high-frequency of play and his lack of bullshit - just like most Shoto characters in any fighting game with respectable character balance. - Kimosabae
  17. I could've sworn this matchup was discussed on this forum at some point? In any case - I loathe this matchup, so let's galvanize discussion, please. I'm looking for some help. I used to think this matchup was pretty even but I'm not so sure anymore. Granted, my competition has improved recently and I'm standing in still waters due to taking a break from the game. Neutral: This is where this matchup seems deviously antagonizing. I'll just offer some admittedly sparse cerebrations on the matter (mostly the areas I personally have the most trouble). HCL ruins my day. Yeah, Sol has various movements that innately tech crouch HCL; but to think this provides some suitable or significant advantage in the concrete matchup is a bit of a misreckoning, IMO. YRC HCL is worse, of course. If blocked, the inclination is for I-No to AD in, at which point a reaction with 5k or VV takes care of that, since this is not a true block string. Offering that response instigates a Yomi set that sees her thoughtfully ending more block strings with Note and STBT, partially in hopes to free up her HCL option for the desired KD (if anyone could provide more insight as to why I-No would choose to use her other options I'd greatly appreciate it). The Note option has to be hard read to be dealt with. STBT can be reacted to with 2K/2D. When Note is used at "Neutral" Neutral (i.e., when I-No is 3/4 of the screen away), she can set it about Sol's head-height, completely killing any of Sol's approach options outside GV. She can set it slightly lower, and watch the skies with her Air Command Grab, which has hilarious range. I haven't been able to consistently beat it with any button. And of course, she can make a hard-read with a high Note, if she feels as though Sol is looking to react to the Note by Dash Jumping over a lower option. This is her most risky option and will likely be least used as Sol can just Dash into her face if he reads this. I really find it hard to see where Sol outstrips I-No in the Neutral game, outside f.S. Gunflame's range, startup and position on the screen lose to HCL and doesn't do much to manipulate her in general. 5K is good for stopping her AD approaches but only if she's being mindless about it without frame advantage. Mild clairvoyance tells me that 6P would be a good tool, I'm not exactly sure where to apply it, specifically. It typically loses in the places where 5K works, in my experience. Oki: I generally prefer BR Oki to VV whenever possible and this matchup is no different. However, sometimes I find using VV enders unavoidable, to which I find the Oki situation... unsavory, to say the least. If Sol has momentum, Sol can end up at point-blank range from I-No with relatively weak frame advantage or even sailing over her and crossing-up into the corner if executed from mid screen. In the former case I often habitually execute cross-up j.K, which often loses to 6P/Throw OS just as often; and in the latter case I often just attempt to escape the corner. YRC Gunflame Oki also seems weak in these instances. Noticeably, this isn't I-No specific. But because I-No is floaty, I find myself in these straits more often and end up improvising sloppy Oki that goes nowhere. This is all long enough so I'll stop here, for now. Hopefully, others can offer some helpful advice on the matter. - Kimosabae
  18. Has a good Millia primer come along anywhere yet? I'm looking for the standard: low opener mid screen, overhead opener mid screen (aerials and ground overheads), low started corner combo, overhead started corner combo (both aerial and ground overheads), basic oki theory and most important buttons to press in neutral. Just looking for something concise somewhat comprehensive. Anything yet? Thanks a lot. - Kimosabae
  19. Well... This is a damn shame. -Kimosabae
  20. I don't buy this, because IMO, Axl is fundamentally several times worse for new players to deal with - even at his worst. He got better in 1.4. Why? I dunno.
  21. The hell? Sol is the best character right now? Am I reading that right?
  22. What the hell do I DO to punish a mindless Gunflame ender in a string when he has no resources? Air Dashing is finicky since the hitbox on j.s is retarded and Ky doesn't have a reliable crossup jumping attack if he manages to go over him.
  23. Yeah, the wallstick for CH j.D has to be wrong. It's in the patch notes via SRK, but it didn't work for me when testing last night after the patch went live.
  24. AA 2S > J.SHD2K > J.K > jc > J.SHD2K > J.PD (162) ​Any tips on this combo? Seems inconsistent as hell? I'm new to Slayer and j.S in general feels inconsistent it feels like its highly dependent on where it connects in the air to allow j.H to land. I'm also having trouble connecting the second 2H.
  25. What is Sin's oki game? What does he want after he knocks you down?
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