-
Posts
132 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Nives
-
ah thanks.
-
does anyone have the eddie combo video amarath? i know it is on youtube, but i wanted the actual video.
-
ah my mistake.
-
http://www.youtube.com/watch?v=U8pqExwa00g old combo video, which i m sure every sol player has seen by now, but check 0:55. i think he is askin if you can combo gunflame into gunflame?
-
j.P for traps and all, take it one trap/space at a time if you can, but you shouldn't be watching the traps, you should be focusing on testament, since once you go for a trap testament is going to try to react to you. if u ever get curse on u, ur focus is to try to poke testament when you can, but when you can is 2ndary. its generally not a good idea to attack much at all. GF -> FRC jump is pretty useful on offense against a lot of reversal exe beast, and also low airdashes (not too low) on offense. game for sol is to get space, not immediately aim for damage until you get inside. so getting any ground is a small victory. if you get on top of testament, u can beat on him pretty good. always try to keep forward exe beast in mind since it can mess up ur offense. change up the pace for backdashes and warrant. when testament is under pressure, a lot of players jump to warrant as an answer even though it can be risky, so it just makes them more susceptible to command grabs if you feel like the pressure is going on for awhile.
-
at certain distances if u hit her while she is summoning fish, fish will disappear. space it so that you can try to get the counterhit. its really a patience game (as it is with any char that can outspace sol) since she can space where u cant, but if you get the inside game, you can kill her. just need those one or 2 combos and make it count.
-
when u RC it, if ur opponent is paying attention, you can command throw them, or run in 5K if u think they are going to try and jump away. u pretty much get to throw on a mixup having the offensive advantage and eliminating a # of options. u can land command throw a ton of different ways, its just a matter of how your opponent reacts to different strings. though with sol specific stuff. i dunno what else you can really say since i mean, this might just be a guess here .... your sol might just have the same move set as your opponent's sol. DP safe jump-ins are really good, and if u do bait a DP, 5S -> 5H -> grand viper works really well into 200+ damage combos.
-
i think the 5K countering j.H really just depends on where she is and when she throws it out. more so when she throws it out. if she is at a certain height, and u don't see a j.H, then u can snuff her out of the air. i don't think its risky as long as you are conscious of where you are with her. you can't throw it out right when u see her coming in at u, as opposed to against some chars.
-
man, we need to get more discussion on the matchup threads. wipe off the dust n all. i dunno about all the other sol players, i hate this match. from my understanding, generally keep on the ground. may feels tons stronger than sol in the air. also dolphins are annoying since whenever i block them, she is always really far for me to punish, though i believe you can 6P them.
-
learn to IB DP a number of his common strings.
-
close enough.
-
if you otg someone, they can tech, which is why u dont want to otg aba because you want to get that 1/3rd meter depletion.
-
possibly sol's worst matchup? either character can potentially win the round if one of them gets a knockdown.
-
where do you go to download the "angel wings" dizzy combo video? can't find what to click on.
-
Vv.
-
the sol vs axl matchup thread just started recently. does axl get anything if 2S, 5P, j.6P, or 6K if they are blocked?
-
and you can't throw out fefnir as often as 5P to guess when he is going to 5P. GV goes under a lot of axl's stuff, but if i remember correctly resengeki snuffs grand viper. so do 3P and 2H. its okay if you feel your opponent isn't looking to try and counter grand viper and keeps throwin out stuff like 2P and 5P, and other moves that just go over GV, but its not your go-to move. VV in hopes you catch 6K in the air (if you are teching) seems like a lot more risk for your reward. to land it, you have to know what they are doing. that sounds as practical as just DP-ing whenever you tech to counter airthrows. why not just tech and FD? axl still has to recover from his move, and sol doesn't have moves to reach him. 2S and 6P seem a lot better against sol. beating out most of sol's moves when he jumps in, especially when its much more guaranteed if you see sol airdash, or dash jump in. 6K and 5P are great if u see them randomly jumping, but move of choice seems a bit strong. whiffing a 6K or 5P gives sol more room to move in, and any extra space sol has to work with is good for him, bad for axl. from my understanding, sol can play this a lil like how shoto's play against dhalsim, since at the right ranges, S VV can catch axl's hand, and gives him the opportunity to move in on axl, where he wants to be. also at long range, if sol misses a DP, axl can't punish him really hard for it.
-
VV beats resengeki pretty solidly. counters u have to know more specifically what is coming. don't think it is something to really rely on, since you can put urself a lot more susceptible to other things like command throw. block beats out VV best.
-
are you claiming everything axl has beats out VV, or has a way to fight it?
-
which he does, but i dont mind having them posted up.
-
ah okay thats good to know. i don't think in the situations u use it (like 5S -> 2S), its that bad on beating out moves, though its on occasion useful.
-
having advantage even at that distance doesn't mean its useless. u can wait and see what your opponent does first before acting and get a grasp of their mindset. i.e. if u see them jump, u 5K, airthrow, etc. it is a different mixup. fefnir is pretty good for covering the distance people don't expect sol to cover. you can use it to punish predictable jump outs, or even if they do block it, u still have other options. i can't read japanese, though i remember someone posting and explaining fefnir's throw invulnerability from one point on and how to use it against people on wakeup: http://www.youtube.com/watch?v=QYh8z1aPNwM Fefnir starts up in 11 frames, and is strike invulnerable for the first 7 frames (according to the frame data, but don't see anything about the throw invulnerability), not to mention it is active for 17 frames. For the range, the start up is pretty good, and you usually don't use fefnir to beat out long range moves or what not, its to beat people trying to poke out, or jump out. Sol still has a really good standing dust, granted you can block it on reaction, but the high level players get hit by it usually because they are conditioned to block low. Sol's mixup game actually isn't that bad, there are other mind games outside of high and low. The only reason I see for not using fefnir is because you can use your quarter tension for GF -> FRC. If fefnir didn't use up tension, u would probably see people use it a lot more.
-
u can do 5K -> 2H, or just 2H, into j.H -> SW and that works.
-
its pretty much up to the player. you can select most of those options in different variations, though some of the options get closed off depending on where you are on the screen when u are doing sw loop.