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Everything posted by Nives
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the only fausts i ever play are in tournament, so i dont get very much time to experiment against him. though there isnt very much posted on faust, so here is my 2 cents: generally speaking with any character that can outspace sol, i.e. faust, bridget, baiken, testament, etc. it really is a patience game. granted, any match should be a patience game, and not sol running in with his arms flaying over his head ... right before he gets punched in the face, though certain matches, sol can more freely run in and rush people down. in fact, some matches, sol should be running in at times. though, against faust, sol really shouldn't be rushing the person down unless he scores the knockdown, and once he scores the KD, there isn't very much for faust to do. i ve heard/seen faust just use the forcebreak on wakeup, which is +1 on block, so if you have 1/2 tension, you can DP RC on their wakeup when they have quarter tension and remind them that u have a DP that can do massive amounts of damage. if they are rational players, they should think twice about when to use the forcebreak. as excelence mentioned before, 6P beats scalpel. also, ranged DP's can catch his hand, basically, ryu-dhalsim-style. GF -> FRC at mid-ranged is a great tool to keep him from doing anything and then control the air with j.P or j.H. i dont think he has very much to do against sol when they are both in the air, and sol is in his face. just when sol is mid-ranged to long-ranged, though most of the rounds are going to be like that if neither char has the offensive. 2D will go under his far slash, which is useful to know. learn when to properly attack and poke to try and score a knockdown. in this matchup, feels like the majority of the time is the wrong time to attack. if you are not attacking, then you should be blocking. faust's damage off random hits hurt. if you do jump in with an attack, the guessing game is if faust will try to anti-air you after ur first jump, or if he will wait for you to double jump. guessing wrong on either one gets you the inside. that is not as recommended, because faust can do his whole j.2K cancel into j.H or an attack, and u will be forced to block, or get stabbed, before you can approach him in 6P range.
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i think 6H is more practical, especially for things like 6P -> 6H. 2H is more useful for just late cancelling gunflame from a pressure chain to try and get a counterhit GF. though isnt this a BB -> FRC thread? BB -> FRC really isnt all that useful other than for gimmicks.
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ah, i got to play against millia a good amount this weekend at Frosty Faustings. don't really agree with this. if she isn't eating something outside of the occasional VV, than sol should never win against millia. j.H and j.P are very strong in the air. j.P -> DP -> KD is very solid against just catching her. i think the main issues is catching her then. also, generally her air game is just much better, generalizing and saying when she is in the air, sol should go into the air is not necessarily the best idea. it really depends on at what range. at close range when sol has the offensive, his air attacks on her are very strong. though, i think in this matchup, sol should really try to stay on the ground more than he should be in the air. in the ground-to-air game, 5K beats out a lot of her normals, and you really just need those single hits into sidewinder loop to pretty much win the round. sidewinder loop hurts. though, it takes a lot of good reading on when u can 5K her, since i have played millia's who stab sol in the eye with hairpin. he can't do very much with a hairpin in his eye. in the air-to-ground game, i dont think anything of sol's beats out her 2H. even j.H trades more against her than i feel beats it, and when it trades, millia gets her air combo into damage -> KD. sol gets nothing. against run away characters and spacing, sol has to be patient and land those single hits into damage. run away characters will have to come to him eventually, so keep ur defense up, and take advantage of the fact that his mid-ranged game is very strong. when DP's land, it should be a DP -> RC. either to just get-'er-off, or else to scare her from trying mixups when u have 1/2 tension. because DP -> RC -> sidewinder loop -> KD is lots of damage into mixup. other than that, i personally dont want to be very risky with how i DP against people. ideally i think sol should by IB -> DP-ing against characters, DP -> RC-ing, or else DP-ing when people airdash in. outside of that, they shouldn't really DP. i m kind of at fault for contradicting my statement because i still guess a % of the time. millia is mobile, i dont know why you would want to guess-pray-and-DP-ing against her when she is running all over the place. especially when she is usually only close to you to do mix-ups. it is like trying to swat a bee with chopsticks. even if you hit it, u wont necessarily kill it, and you are more likely to get stun than actually hit it. its important to make your hits count. millia can't afford to mess up at all.
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other than the fact that people get instant killed, or hit with a free combo after 6 seconds because, well, DI in #R lasts for exactly that. it is viable.
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j.D beats out 5K and often clashes with DP. i usually instant block the j.D and 5K or DP after. chipp is about capitalizing off those single hits into damage, and generally, moving the game in sol's pace rather than chipp. since chipp is more mobile, it is easier for him to move the game in his pace than for sol to do it. so play a patient and strong defensive game. chipp's 2D feels like it has more range even though it is slower than sol's 2D, so you have to be careful bout getting swept into his mixup. pretty much pace it so that you can land those single hits into death.
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if baiken airdashes in with j.S, sometimes, i will GF -> FRC block, and score the counterhit on gunflame.
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the thread is pretty gianormous, so just wanted to straight out ask. what are some standard combos to do on lights?
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i don't think fefnir is throw invulnerable on startup. i think the frames for when its throw invulnerable is a bit later.
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shoryu really doesnt listen to anyone. it just looks like he wants to post and not have any real response to it other than praise. then stop posting your opinion online. you didn't even read my post did you? again with trying to defend your position and praise yourself for being a good player? nobody wants to hear that. if you want to see it written somewhere, please get your own little white board and a black marker, then write it out yourself "i am the best", and hang it up in your room then. So the designers wanted to take out a number of loops in the game? so what? "one of the only combos that the opponent can't break out of? what game are you playing? because it isn't guilty gear. no your not. you are just trying to post your opinion and have nobody bring up any points to counter your statement. you just want people to nod and smile. i posted legit reasoning behind where your statement falters, and you just shoot it down with just "its my opinion, don't argue with me". you bring in the same attitude to everyone else's response. nobody welcomes that type of an attitude, which is why it is a discussion board. people bring up points in order to DISCUSS. you have to be kidding yourself. you talk like you are better than everyone else here? spirit juice sums it up, so i won't push that point any further. bottom line, you aren't discussing. you just want to "state" things. if you don't want to "discuss", fine, and good riddance.
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dustloop is also not endless. it seems a bit naive to claim that because it is good and therefore used quite frequently, or "abused", it becomes cheap. there is a sirlin article about this. i think it was playing to win? talking about roll canceling? personally, when it comes to a game, and people start talking about having some sort of principles by limiting what they can do in the game, i think that is just ridiculous because you have a good tool and you don't use it. it is like having the availability of a hammer to nail something, but you say "hammers are cheap. it seems repetitive that people use a hammer all the time to pound in nails. i m going to push in nails with my thumb instead." that's great and all, you found your own method. just don't complain about any shortcomings you have later on, like "my thumb hurts like hell, why is it so difficult to pound in nails?". turning the situation around, you seem to be claiming then that people who abuse it aren't really good players then? or you want to formulate an opinion without people having a counter argument to it? you seem extremely defensive about what you have to say (i.e. talk about your execution when really that doesnt help your argument, and also constantly talking about how you arent a horrible player, because that doesn't help either). you are welcome to your opinions, but if you plan on posting it in a forum thread labeled "general discussion". you are going to get a critique on it in comparison to other people's opinions. ----- anyhow, there is no reason to continue arguing on the situation because it really has nothing to do with accent core - sol. if you choose not to use sidewinder loops, i can just copy and paste the above.
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landing mixups is a luxury. being able to break someone's defense and get in that damage makes you a threat, otherwise your options just arent as scary in order to really create a mind game (i.e. i punch you in the face, it hurt, let's do something else otherwise you might get punched in the face). with that type of mentality, why not just win without combos at all? combos are CHEAP! if you really had skill, you should last long enough to survive with pokes alone. can people win with pokes alone? sure, but it sure would help if they did more damage. dustloop was essential in #R, just as sidewinder is essential in AC. the term "essential" maybe subjective, so what does that personally mean to me? it means that you need it in order to not severely destroy your ability to win against the whole cast. if the only threat of messing up a DP, or having my DP get blocked, is getting poked. i am going to horribly, and i mean horribly, abuse DP.
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i had other priorities to attend to. you are always welcome to come visit chicago.
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it is really the height your opponent is at when the last hit strikes them. each hit adds a bit more height, and then the 2nd to last hit launches before sol punches them. i assume that if you mash in too many hits at some point, the opponent gets too heavy for it to be a clean hit.
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people usually manage to instant block BB, or just counter you when you are in the air.
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i was at cf yesterday, and was looking for the accent core cabinet but didnt see it. at least it is temporary. and yeah ... ended up getting a bunch of tokens for no reason, so just spent it on 3s.
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it is character specific.
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what is the song for the justice combo video "ceremony"?
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i think BB -> FRC grab is more fancy then useful. you midst as well save the tension. if u want to keep up pressure tk.BR -> FRC is faster than BB -> FRC. generally after GF -> FRC, ideally you want to reset them with 5K. if they are FD-ing a lot after they jump out, you airthrow them, and if they are FD-ing, u have plenty of time to dash airthrow.
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everyone's sarcasm pretty much answers that. that is a ridiculous mentality. generally you do happen to do mixups when people are waking up or on the offensive, but there are other places you can do DP-safe j.H and j.S. there isn't a 5 frame gap. i hope you aren't claiming that because of VV's execution time. also even if u IB j.S or j.H, at the right height, there really isnt something you can do that is guaranteed. also if the person is trying to bait the DP, usually there is a delay in the string, where then u DP into the stratosphere. your mentality is assuming you always know what your opponent is doing, and that is generally not the case. sort of like how i mentioned before.
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you could say that for anything. DP is not reliable. this type of situation only works if people know when you are going to DP every single time, which doesn't happen. you are also assuming everyone has a DP to use and use at the moment where sol is going to mix up into hit/throw. not to mention, sol has DP/super-safe j.H and j.S. its moot to argue tiers here, i was just saying that sol is better than people give him credit for. the reason he isn't high or top in the game is mainly because his tools aren't as strong, not because he is missing something (like everyone here is trying to rationalize for).
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5K is really good for punishing jumps and backdashes. while 5H is active for 2 frames, 5K is active for 8 frames. sol's low and throw game is his strongest mixup, but that doesn't mean he doesnt have a high and low game. it isn't as good as other characters, but I don't think its horrible. its generally whether or not sol will hit twice from a high position, or hit once, then land, or there are a bunch of other options. j.S -> j.D, or you can even mix in bandit revolver FRC from really low, or early j.H into airdash, and then mix in throws. what makes a throw game strong is when people focus too much on the high and low mixup and forget you have a strong throw, and then you remind them. you can actually go into a number of variations and just be creative. i actually don't think sol is C-tier. i do believe he is better than that. i wouldn't say A-tier, but maybe a solid B. this actually isn't really worth arguing too much, since the middle tiers to lower tiers all have very flexible boundaries, but just pointing it out that, personally, sol is stronger than you think.
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a lot of sol's good overhead mixups start from an overhead into another overhead.
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2K, 5S (both far and close), 2D, and 5H are all negative. so ending it with all of those don't give you frame advantage. only thing is with 2K, if you do it at max range, your safe, and you can keep your offense on top of them. 2D pushes people out pretty far, so your generally safe, and 5H is jump cancellable, which also makes it safe when you do. though your only safe, so it still cuts off continuing your offensive. 5H may be debatable, so i wont put that under my previous statement. good thing to keep in mind is 2P gives you frame advantage, and it is late cancellable. 6P is also late cancellable, and you can cancel your recovery at any time. 2S is really good for frame traps in general. there are a number of options you can open the game to if someone blocks the 2S, like baiting jumps, dash and attack, 5H, etc., etc., all depends on what your opponent has a tendency to do.