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Champion

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Everything posted by Champion

  1. Well, they are good to use once in a while to extend you mixup. 6B mixups aren't really that hard to block after a while. Especially TK GH is really worth it. 2D isn't bad too, gives a decent ammount of life and you can combo nicely. It is usually good to have meter to RC if needed (2D is -14 on block I believe, so ranged chars like Ragna can punish it easily). TK GH is not as easily punishable though, you'll usually be pretty far after they blocked the first hit, plus you can mix it up by doing or not doing the second one. But yeah, this mixup should remain as secondary.
  2. 2D and TK GH are also good options after 22C.
  3. I think that was isa (ED), Kishitaka (SO) but dunno about the Potemkin.
  4. RF plays Sagat now.
  5. Don't forget Karun and O-ta.
  6. Even moar lol. http://gamechariot.com/g3_090124_chariot.html Abe (ZA) vs Touken (PO) Jui (KY) vs Akatsuki (PO) Akatsuki (PO) vs Touken (PO) Abe (ZA) vs Hanon (AB) MK (JO) vs Bakusai (SL) Ashita no Koichi (RO) vs Oppia (BA) Isa (ED) vs masa (TE) Wagen (OR) vs Chi~ (BR) masa (TE) vs Touken (PO) Jui (KY) vs Pan'ya (JA) 阿部 = Abe 闘拳 = Touken, probably 暁 = Akatsuki 爆砕 = Bakusai 明日のこいち = Ashita no Koichi
  7. Another update. http://gamechariot.com/g3_090111_vision.html AGF (AN) vs Himo (ED) Chonari (ZA) vs Ushi (MI) Chonari (ZA) vs AGF (AN) Satu~ (JO) vs HEVEN (VE) Tori no Tate (TE) vs AGF (AN)
  8. The earlier the BB will we blocked, the worser frames you'll have and the probability of being punished will be even greater. Even if blocked really late, no opponent will just stand there and eat WT. So no, you can pretty much forget this.
  9. Most DAAs can be baited with multiple 2Ps for example, which recover fast. Some characters can also cancel into some specials that will win (Axl cancelling a string into 623P for example) Also, if you predict they'll DAA, just grab them. Other methods were pretty much mentioned.
  10. I didn't destroy anything at all. If you're referring to the S summon debate, that's simple as day. You can only hit Eddie if Nubiru wasn't out already, otherwise you'll only kill shadow at best and then be opened for punishment like I already said. That's a fact. Now you do your homework.
  11. Look you chap, I play Eddie myself and I know the shit I'm writing. And if you think you know your shit because you play vs that Eddie player from your country then you're terribly wrong. Playing vs an Eddie or vs a good Eddie isn't the same, ya know.
  12. If Nubiru is done early enough (not when HOS is already in your face), that can't happen. You won't really be doing it when he's 2 inches away from you. And you can only hit Eddie on startup, otherwise you'll only kill Shadow and he'll block the rest. Do some testing. No, you delay the FB drill, not the 2H itself. And even if you wait a bit more, you still won't miss the AC FRC moment. It's pretty easy. And again, Nubiru does combo on normal hit. From a low bounce you do dashing j.k,j.h,j.d -> nubiru -> sj (j.h),j.d and from a high bounce you just do a dashing SJ instead. Do some research before you write.
  13. Now to shut down a few things. Wrong. At best you'll be able to kill Shadow, but Eddie can then normally block and punish you. 2H always combos intro FB drill, if you AC or not. Sometimes you just have to delay a bit. Oh, and nubiru combos on normal hit too.
  14. It's all about isa's Eddie now IMO. Screw Ogawa.
  15. You just topped yourself with this statement. I'm waiting what'll be next.
  16. Roz? I'd say Machaboo is better.
  17. No. You'll get hit. The only SRKs you can sweep are yours, Jam's, Ky's and Johnny's super if I recall correctly.
  18. It's not that you are dependand on dustloop to win, but when the right situation comes, it's such a waste if you don't do it. Dustloop was the main thing that made Sol so strong in #R and other games, and if you didn't learn it, it just made you work hella more to win. And against top players you might not even get those chances, to land more mixups and such. And it's not really about opinions here. It was a fact that dustloop was an essential thing to know in top level play. Cause the difference in damage was just too huge. Edit: reaver, i did play #R, that was my first GG ever. But I seriously started with /S like I told you. I can say I have enough game knowledge to know such things.
  19. Dunno why I'm even arguning with you, cause it's pointless, but it was hardly 'good to know'. That's just an ignorant statement. Killing your opponent in 2-3 less combos hardly makes it that way. So yeah, it was essential. Most top Sols always dustloop their combos that started from midscreen bringing them to the corner, including 012 in the matches i was watching. P.C seemed to be a little less consistent. Oh, and another thing.. overall dustloop did more damage than sidewinder loop, but the difference isn't that big.
  20. LOL. At high level play dustloop was fondamental. If anyone says otherwise simply doesn't have a clue. It's similar as playing him now without sidewinder loop.
  21. BB is decent to build some guard meter since GF doesn't anymore and to catch backdashers. It can also surprisingly beat certain stuff vs some characters. If blocked late it's not bad really. And with the right setups, WT can become quite a threat. I'll post some traps and such: Use 6P where your setups can be mashed (usually when you try to throw them when you're a bit forther), but there's no point using it where they can't. Keep in mind that setups like late blocked j.S into WT aren't mashable. So abuse it until they start reacting correctly. But there's trick here anyway. If they IB your j.S, your setup will become easily mashable. And top players know that. So now your opponent has actually 2 easy ways (instead of one like before) of escaping and you'll need 2 different approaches (6P doesn't deal so well with jumpers/backdashers). We know that doing a low (for example 2p,2k,2h string.. and another thing, delaying 2k here will make them eat it more, cause they'll more 'see' WT coming) eliminates the backdash/jump danger if they try to react that way to your setups. So now something like j.S,2p xx GF FRC comes handy. Why? For many reasons: 1. It's an anti SRK setup. You do the FRC, tap 1 (d/b), and continue attacking. If they DPed in that moment, GF will hit them in CH and you'll just block the DP. You also have enough time to connect an uninterrumpable 2p/5p into mixup. 2. You basically do 2 things in 1. You do a frame trap + regain attack momemtum. 3. It works also very well against 2Pers etc. But 6P usually does that job fine. 4. With this setup you can go again into 2p/5p range, where setups are stronger on the long run, since it's harder to see if a throw will come or not. 4. It can easily bait DAAs, bursts, etc at the time you tap 1. -- One thing that I still like to do that is kinda gimmickly is ending a string with GF fake, then boom, FB fafnir. Tends to surprise people. Works similary from f.s,2s (whiff) -> FB fafnir Ending strings with 2s is also good for frame traps, since it leaves you at +3. So a FB fafnir, f.s etc are good options. So then things like dashing 5k,2h will be good too when they'll try to jump away and see there's no point counter pokeing Sol. But we must make them stand there, cause Sol's real mixup only from WT range like we all know. Another thing. In AC, Sol should do as much combos as possible with GV. So trying to catch them on something like 5k,2h xx GV is fondamental. Try to also confirm as much CH 2Ds, especially with dashing momentum where you'll be able to combo without tension. When you see it hit, just cancel to GF, even if you sometimes miss and it won't be CH. If you're sometimes out of range and you don't FRC, FB Fafnir can connect to continue the combo. Oh and I almost forgot.. CH 5H xx GV is gold too. Space yourself well and confirm it. nother thing, use FB fafnir into Tyrant Rave for chip damage! it does almost as much chip damage as Raoh's super. I hope this post helped.
  22. LOL, you should go back to the HOS forum reaver. Sol's mixup is pretty straightforward, but that doesn't mean it's not strong. A solid high/low mixup is usually only possible from BR knockdown, where the opponent stays on the ground a bit more time, so land low or late ad j.s,j.d/j.h comes out meaty or almost meaty. And most importantly, the damage from it is always pretty big. If you want to be totally safe, you can still go for a well timed j.s/j.h/j.p into wild throw mixup, which is Sol's best oki option. On oppenents where you have problems timing j.s/j.h/etc well (like Chipp who gets up really late), you can always go with GF FRC oki, but you should usually save tension IMO.
  23. It really seems that way. http://www.youtube.com/watch?v=uQnwsSi645U http://www.youtube.com/watch?v=NBmdw_U9FbI http://www.youtube.com/watch?v=78ojZuHZ_HI
  24. I remeber isa taking over 10 wins with Ky in /S.
  25. Slayer can only be dominant from 2H range, but a well spaced CH 5H xx GV can make him pay if he throws it out too much. From close range, Sol can pretty much play his game and Slayer can't really dominate him there.
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