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VR-Raiden

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About VR-Raiden

  • Birthday 07/19/1989

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    http://youtube.com/vrraiden
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    VA
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    VR-Raiden

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  1. You'll wanna check out these FB groups: https://www.facebook.com/groups/DMVfightinggamecommunity/ https://www.facebook.com/groups/DMVHighPrecisionFighting/
  2. This is PerfectInput Posting: Doing a lot of stream recently. Feel free to watch/help/learn together/critique/etc. Mostly casuals on www.twitch.tv/vrraiden (currently playing now) Training stream is www.Twitch.tv/smpotatoes
  3. Cross-up Gun Flame PART2 https://www.youtube.com/watch?v=n_UmmM4hO8A
  4. I can actually go to this one
  5. Usually if they do BB in a blockstring I would say so yeah, but it can suck if you mistime and get smacked. You can easily jump IB > ground throw to punish BB as well, which is a bit safer. Or ground IB and punish if it was really deep. Also VV is an option of course as long as he doesn't YRC.
  6. It often comes down to who can oppress the other enough to get them to take big risks and kill them for it. I usually go this route, trying to outplay them in the ground game and get them to take riskier approaches (such as from the air). Another strategy is trying to be confusing, know what the other Sol likes doing and play in a way that they won't expect. This is all very general stuff though... Round start 5P beats round start f.S. I start pretty much every mirror against a new player with this to see because f.S is such a common choice for obvious reasons. Neutral game works like many others. Use GF occasionally to stop ground approach and encourage jumping, but it's really easy for Sol to IAD punish it (without YRC) so be careful about it. Both players will be swinging 2D a lot. It can low profile f.S and 5K. Stops running in, counters Fafnir (unless you did it pretty late). BR in blockstrings is really easily punished. Reaction VV or IB 5K within range. Empty jump VV can beat reversal VV if you timed your jump properly. Useful for dealing with VV RC attempts on your safejump. I've seen empty jump TR beat it as well. I haven't ever gotten OS Blitz Shield from safejump to work vs HSVV, so I think it's too fast to be possible or realistic.
  7. I think it's also lost effectiveness just from people getting more familiar with Sol and Xrd in general. It wasn't ever strong enough to last as a 100% go-to oki option. I definitely use it less than I used to. On another subject I was looking at unblockable off wall slump possibilities a bit ago https://www.youtube.com/watch?v=HbRY2vHEH_A. It doesn't seem that great for Sol (not surprisingly). If you do it with WT, you can't combo after GF hits due to WT recovery (WT RC would probly work though). It seemed best with GF(YRC) > walk 6P+HS since you get 6P on GF hit and throw otherwise. But that requires 75% to get anything off that throw. Only practical situation I can see is you have 75%, and corner 5D won't kill them but your throw reset combo will. It's also pretty annoying to time and if you mess up, well say goodbye to any profit off a nice corner 5D hit.
  8. A few notes Neutral - 2S is indeed useful, not only because it hits STBT and crouches HCL, but it recovers decently fast in case she dashes in over it. She can hit you out of it with her own, faster 2S though. - Sol can run under HCL but keep in mind if she does lowest TK HCL you get hit. Downside to TK HCL is it gives her more recovery. - Neutral jumping with j.P/j.HS seems pretty good for space control in this match, she doesn't have a lot to hit upwards diagonally, and can't easily run under and anti-air you like other characters. - Her 6P has very good invul properties so yeah you won't be landing j.K much if ever. Our j.HS does avoid it pretty well though. Offense - Definite best oki off CH 2S > 6HS is a delayed cancel to GF. You can get it super high advantage for no tension cost. - Safejump does land you within throw range incase she uses Overdrive to dodge the safejump, just throw it right after flash (or Gold Burst). GV after flash also works, more useful at farther range. Defense - Against her simple 2D(?) > downward note oki, reversal HSVV can hit her for immediately dashing in but that's a guess since she can simply FD. A wrench I like to throw in is reversal Blitz the note then VV if you saw them dash in with an attack, and don't if they baited. - Mashing VV/5K/6P at the right times in their pressure can turn the game around if you convert properly. On defensive you just have to be on your toes and not let her go crazy with pressure resets. Side note I feel like this matchup is pretty even personally, and if any slight leaning to one side it's probly Sol's favor. I would say if any it's slighter advantage than some previous GG where it seemed harder for I-no from what I gathered (5K into SW loop and whatnot)
  9. Ok I'll try that, and yeah definitely you can be in it
  10. I reserved a room a while back, so far it's Marc and probly 1 other. They only let me choose 1 bed rooms though sadly. As long as nothing comes up I can go, but I won't get there til late Friday night.
  11. Be sure you're high jump cancelling before the airdash. It won't work with regular jump cancel. (High jump permits airdash 1f earlier than normal jump).
  12. I can't make the monthly either, and haven't made plans yet but I do wanna do NEC again.
  13. https://www.youtube.com/watch?v=YTk5YAdif3U How to use Burst against GV and how Sol can punish it. The idea seems like common knowledge among Sol players for the most part, but not so much otherwise in my experience. Those were the best punishes I got but if there's something better I'd like to know.
  14. https://www.youtube.com/watch?v=ryd3nEX73j0 Awesome new combo vid, this has some amazing stuff in it.
  15. I can see it being Sol advantage in Xrd with all his new ways of breaking through Ky's defense. Kudakero (anti anti-air), Fafnir (trade on CH or whiff punish), GF back to fast speed makes it more usable in neutral too. I would only call it slight advantage if anything though. I feel it's in Ky's interest to use less f.S and more 2S for poking in this match. f.S gets 2D'd within range and whiff punished by BB from far. Still worth using for its max range on occasion but I'd say it's kinda risky on Sol. If Sol is doing BB to get around pokes it's 100% a (maybe educated) guess. Ky needs to be good at recognizing when Sol is getting frustrated at losing the ground game (which Ky is completely capable of if you know Sol well and make some good reads), and tries something risky to get in. YRC does make these attempts less risky but keep in mind you can always react to YRC with your own YRC if you have tension.
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