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Everything posted by Hatred Edge
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I'll give it a shot. Tell me what you guys think. -Basic plan: Get a knockdown to limit O.Sol's mobility. DO NOT think just because you have more range you can freely use it. That's like playing Chipp and thinking you can win because you're faster. -Pokes:5K,2K,2S,6K and 6K feint. I would say at real close range use 2P. -AA: Airthrow,2S,6P, BBU(if he strikes first mainly). -Mappa beats a lot of O.Sol's pokes and it beats Fafnir. Mappa loses to SV, TR, SF. -2HS works if you're opponet is low attack happy that's why O.Sol players started the whole jumping around gameplay. -Rock It pressure: Learn to SB RI lvl.1. Why? Free damage. And it weakens one of O.Sol's pressure tools. Or you can use 2D for a CH and RC into your combo of choice. -Dealing with SV: SV can work if you use your normals a lot to attempt with zone O.Sol. So don't. Naturally use fast pokes. -Slayer has a good airthrow IMO and you should use it. It is possible to beat O.Sol's j.HS like this if you're willing to give up a chance for better damage. -Dealing with 2HS. Backdash it. Or beat it with a poke. Which poke I'm not sure which poke but it can be done. -Do use Slayer's command bite. -It's possible to slam O.Sol with 5HS if you see he's about to jump. -IB BHB. -BRP:It doesn't have awesome priority and it's punishable on hit(lvl.1). 6P or 2S. If he tries it as near or max range 6P/DOT/BBU. IB lvl.2/3 last hit. Or if you can SB the last lvl.3 hit for free damage. -If you get hit with a SV lvl.1 tech and get back in his face as fast you can. -If O.Sol uses 6P on your wake up 2K. -Mappa Feint loses to 2S. -Pile Bunker beats everything except for SF and TR. It'll destroy SV/BHB/GB/RI and his pokes. -I wouldn't advise using 214S. O.Sol can beat it with 2S.
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Everyone does similiar things. There isn't some absolute different playstyle. Sol players will always uses GF FRC. Slayer player's will use BDC. Hey I'm just saying SV is an option O.Sol can use to deal with pokes. It's not some SLayer crushing strategy. O.Sol is strong but he isn't as powerful as Slayer. As for using SV as a wake up option; I wouldn't advise it against Slayer. With Slayer's meaty attacks and BDC SV isn't a good option IMO. Slayer can throw out a meaty or BDC since SV is 12F on startup. If you want to terrify an O.Sol player always buffer DOT. If he even uses a poke or a special and you do DOT that's a free CH right there. What I find odd about fighting Slayer is that there isn't a direct gameplan against him. It's more of a series of trial and error. There's basics on what to use but beyond that it's really shady.
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I have AIM. I'm free at nights(7pm-12am) and during the day on Saturday and all day Sunday. I'm about to head out right now. I won't be back for a few hours so if you want send me an IM around 7pm.
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There's nothing to test. 6P beats Rock It easy. The upper body invul frames render Rock It useless. Slayer has a really good 6P. I've used it to nullify I-no's air OD TK or not. It's that good.
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What Tsak is talking about is some weird thing that happens with O.Sol/Sol. I can't really get it down. An example would be with Sol. I run in, Slayer does 2HS, I land a Wild Throw. Then sometimes eventhough I'm in the same exact range I'll eat a CH 2HS. I suspect it might just as O.Sol/Sol stops but it's kinda random so I can't really practice it. Rock It is odd. If you look at the animation O.Sol's upper body extends out more than his lower body. This is why standing attacks beat Rock It. However it is possible for O.Sol to evade lows if his lower body is out of range while his upper body is in hitting range. I have punished crouching moves with Rock It before. An example would be vs Johnny's or Venom's 2D. If too close 2D or in Slayer's case 2HS, O. Sol will get his foot hit. However timed right even if 2D or Slayer's 2HS is already out and possibly starting to go into recovery, Rock It can hit them if O. Sol's foot is out of range. It's akin to Millia's 6K. That's why Rock It can beat Pot's Slide Head. As for what other attacks Reaver is talking about I would say 5S, 2S, obviously 5P, 2P. I'm not sure about 2K and I suspect 6Hs covers too much range and it hit crouchers/crouching attacks i.e Sol's GV and O.Sol's GB.
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:8/: What? GPPO is an online program that allows you play vs people anywhere in the world in various games like -ST -SS2 -Garou -MVC -Xmen vs SF -SFA2/3 -3S -VS -KOF 98/2002 It's free and easy to setup.
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If Slayer uses 6K and O.Sol wants to beat it he's better off using 5S instead of SV. Between the 6K feint, the range, and the recovery, SV vs 6K is too risky. So much so I would advise against it. Any attack with good upper body invul frames with beat the last kick of Lvl.3 SV. It lacks priority. You can BBU it if you want to be sadistic. Slayer has the range and his pokes in general are safer but O.Sol has the speed and can make all his strings +Fs on block or just safe. I say whoever is on the offensive fares better with their pokes. So I wouldn't say O.Sol's normals are better than Slayer's normals in general. It's all about who's rushing down here. Lvl.1 RI has 16F startup i.e. it's really that fast. Factor in the startup and distance RI has to cover vs Slayer's pokes and I HIGHLY doubt you're gonna catch a free RI on Slayer. Not to mention if Slayers SB's Rock it, that's O.Sol's ass. Your open to whatever Slayer chooses to do. Even more disturbing is that is Slayer whiffs a pokes and O.Sol is actually wild enough to think he can punish with RI, Slayer can stuff RI with various pokes, crush it with BBU/DOT/IAD j.HS. Unless Slayer is doing a poke like 6HS(highly unlikely) there's a really small chance of O.Sol punishing with Rock It. Slayer will at first use 2HS to beat Order-Sol's close range pokes but this strategy won't last long vs any good O. Sol. So Slayer simply subtracts 2HS usage and bam. He's safer. Other counters include: j.HS for a CH, SV, Fafnir. Lately, actually for quite some time now, from what I've seen and experienced it's not easy to land Rock It against Slayer's 2HS because a good Slayer tends to adapt to that strategy rather quickly thus removing that window of attack for O.Sol. If anyone has been watching vids/playing this matchup you know what I mean. Obviously since AC was released O.Sol players haven't been landing as many Fafnirs as they used to since their opponents have (assuming)gotten better. I find that Order-Sol's 2S is great vs standing attacks. VS crouching attacks it's good. IIRC O.Sol's 2S was toned down from XXS. Odd but true: Slayer's 2S CAN beat crouching normals. It's happened to me before. Not often but it can happened. I wouldn't go as for as to say 2S beats everything Slayer has when within range but 2S vs Slayer is good. Once the O.Sol has gotten Slayer to shy away from using 2HS. RE:O.Sol's SV being shitty. NOT TRUE AT ALL. Far from true to be exact. With SV O.Sol can deal with pokes his normals cannot. That means he can ruin your zoning game. And it gets better. Eventhough lvl.1 SV even on CH won't hit you out far chances are O.Sol will be closer to you than he was before. To take it even further with 25% tension AC FRC after SV and he's near lvl.3. With charge keep and tension he can be on lvl.3 in no time. SO while you might say the damage isn't that great if on level 1, if it gets blocked that's O.Sol's ass, and it isn't as fast as Sol's VV it does alot more than just beat a poke here and there. If you think "well, I'll just play to bait SV then" O.Sol will get more windows to get in because as long as you use normals you're risking eating a SV.
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I play Talbain. Talbain is awesome.
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Sure. I'm up for it. Gimme the time you're on.
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I just picked this game up a few weeks ago. I'm on GGPO but currently I suck ass. I'll be up for some matches in two weeks since severe practice is in order.
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Archer vs Gilgamesh is madness. Geez. 70% life just like that?
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Good matches... http://www.youtube.com/watch?v=IT19cMDAJBM http://www.youtube.com/watch?v=mNHHfxVoLew&feature=user
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If you're fighting the CPU: A) The CPU reads inputs B)The CPU can hitconfirm off of anything since well they read inputs and don't have to input anything. C)Since the CPU reads inputs it *knows* what to use against you i.e. when to use 5K. Dealing with this is rather easy; 5K loses to lows. Or you can be a bastard and j.D his 5K. REMEMBER Sol has to do 5K FIRST then I-no does j.D. J.D will evade the 5K and punish it for a free launch. If I-no does j.D first Sol's 5K will beat it.
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Isn't he a Slayer player?
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Guardian: Order-Sol is a cheap bastard? The matchup is all in Slayers favor! -Better pokes -Safer pokes -More range -Better mixup -Easier damage options -Slayer's j.HS crushes all of Order-Sol's AA moves -Slayer has much better AAs. -Strong oki game -Every combo ends in a knockdown. Everything Order-Sol does, Slayer does better.
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Everyone's 6P can be dealt with crouching attacks. After seeing footage of you Sesshryu, you seem to have a problem with 6Ps in general.
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Garou footage from EVO: http://www.youtube.com/view_play_list?p=2F41163DA91515B5 Big thanks to Nocturnal/JaimeDL
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hatred Edge replied to Kairi's topic in Archive
The reason why I find it shocking is because it's so abnormal. Whenever it happened the attacker was using a move that was already active and capable of hitting crouchers. The standard AA like Sol's 5K or Geese's 2C would get beat clean. You never hear anyone saying use 2P to AA since the character would have more damaging options. Besides most 2P's aren't that great in the first place. -
General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hatred Edge replied to Kairi's topic in Archive
I got one that's a bit odd. I've encountered this in GG/SF/KOF. 2P as an AA. Why does this work? In KOF 98 UM just now I AAed Mr. Big with Geese's 2A. Beat him clean. -
I believe it is in Venom's favor. Venom's pokes hurt Sol big time and it's not hard to keep Sol out. A simple blockstring into SA or CA puts Sol at a distance in which Venom's pokes are dominant.
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-Venom can't use Dubious Curve in a blockstring on Sol. Sol can easily get out because of VV. Or if you want to reap your rewards best, GV. -Venom's f.S/2S are big pains in the ass. -Air Throw beats all of Venom's aerial options. -Only use 5K for AA against Venom. -If Venom does any string into TK Mad Struggle, VV him out of it for a knockdown. -Learn what your opponent does CA and SA after. It is possible for Venom to safely excute both those moves on Sol in a blockstring. And about 2 blockstrings is all he needs to jack up your guard guage to flash. -IB Balls and FD his normals especially Venom's 5S which does 3 hits. -Approaching venom from the air is risking since his 6P is pretty good. Either block it or if you see it coming VV to counter it.
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Guilty Gear FAQ Thread - Ask your questions here!
Hatred Edge replied to Kairi's topic in Guilty Gear General
link to Blade's GG quote database and translations: http://mimeblade.oddigytitanium.com/Guilty_Gear/Guilty_Gear_Quote_Project/ -
Problem is it's a 23F startup move which is more than his 5D. I use it and I've seen TB and various others use it but still 23F is a lot. It can be effective still despite that. And it's safe on block. It's not hard to use at all. That's a bad idea. 5HS has big pushback and even if you cancel into GB as early as you can(CC or not) thanks to the pushback you be punished before you even reach the FRC point. The FRC point is really late like Ky's Stun Edge. It's too easy to see coming. If they don't want to risk eating a Gunblaze by doing some slow attack they can just throw or in Sol/Potemkin's case command throw you.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
Hatred Edge replied to Kairi's topic in Archive
It means to cancel like 2K, 2DxxBandit Revolver. -
BMS: The SB parts would be better if you SB attacks that are commom in actual gameplay. Like let's say Sol jumps in with a j.P and I-no jumps up SB a hit, air throw and combo after it. The SB portions you did were too unlikey to actually happen. It's a good vid. Didn't blow me away. It's not you, it's a trademark curse of I-no combo videos. Because of how I-no is, her combos don't allow for much variety.