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Everything posted by VR-Raiden
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Use this thread to discuss the vs. Eddie matchup in +R. Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs Eddie I will be editing this first post with information on the matchup soon. Updated 10/3/13 Match Start: - Neutral: Eddie's job is to control the screen and keep you out. He's very good at this using his long range pokes (2P, f.S, 2S), drills, multiple anti-airs (6P, 6H, 2H), and air-to-air/ground j.K. It gets even harder to deal with when his shadow is out. That makes it your job to get in on him and stay in. When Eddie does not have his shadow out, carefully move forward with dash braking to block or avoid pokes and drills, and double jumps to avoid anti-airs. Air dashing can work but it is easily punished by his 6P or other anti-airs if you use it predictably. If Eddie does 6P while you're at a typical airdash height, and you don't airdash, you can land to CH 2D > GV his whiff within range (it reaches farther than you might think). If you block a 2S from far and the Eddie cancels to a drill, there is a gap and you can IAD j.S > j.D > SW to punish him. When Eddie has his shadow out, your top priority is to kill it or make him put it away. You don’t want to be in the air when his shadow is out. Back away to full screen or close to it and look for a chance to kill the shadow. Gunflame is a good way to kill the shadow or force Eddie to put it away. From full screen he cannot punish you for throwing gunflames, but if he is within range he can IAD over it and hurt you, so be wary of that. 2P, 2K, and 2S are good pokes for trying to kill the shadow as it approaches since they recover quickly. Try to anticipate when he will attempt Mawaru to pull you in and 2P/2K the shadow out of it. If you block the first hit of Mawaru, there is a gap before the 2nd hit connects, even on normal block. From long range at neutral, you should backdash away after blocking the first hit in order to not get pulled into Eddie's shadow pressure. - Offense: This is where you want to be: in his face on the offensive. He has no invulnerable attacks outside his super. Eddie has a quick 2P for its range which he can use to interrupt WT attempts, so use tight frame traps that will CH him for trying to mash it out. Short strings into GF (like 2P > GF or 2P > 2K > GF) can also be used to punish mashing. If they block and you FRC’d you can continue pressure, if they hit a button usually they will get CH and will be vulnerable to big damage even on trades. Be careful about using GF at predictable times in pressure, he can reflect it. If you predict a dead angle, 2D/GV will go under it and VV will beat it. Low as possible fj.S > dj.D fuzzy guard works on Eddie, giving you an extra, relatively strong mixup option. If the j.D hits, it can combo into CL SW in corner, and FB SW midscreen. However, if Eddie instant blocked the j.S, your j.D will whiff leaving you in a bad situation. This video shows the fuzzy guard and example combos: http://www.youtube.com/watch?v=GqxDK-OB-go&hd=1 - Defense: - Punishes (on block/reaction): Combo Notes: [*]You cannot combo after a corner ground throw on Eddie. [*]Dustloops work on Eddie, but his air hitbox requires you to hit the j.D’s higher up than usual (similar to KY/RO). This means you will need your j.D to connect earlier on Eddie than most others. In the standard loop using a dash j.D to start the 2nd rep helps. Example: 5K > 6P > 2H > j.D, j.D > dash j.D, j.D…the dash is recommended. [*]- [*]-
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Use this thread to discuss the vs. Order-Sol matchup in +R. Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs Order Sol I will be editing this first post with information on the matchup soon. Match Start: - Neutral: - Offense: - Defense: - Punishes (on block/reaction): Combo Notes: [*]- [*]On reaction, you can GV under lvl 1 Rock-it(dash punch) done from very long range for a guaranteed punish. [*]How to punish Storm Viper: After blocking Storm Viper (any level), (dash if necessary) delayed 2H to punish. On level 1 Storm Viper, if Order-Sol doesn't cancel to Action Charge, you hit him as he falls with a normal hit 2H, which should be followed by a j.S SW (include j.K before SW if he is too low). If he does cancel to Action Charge, it will result in a counter hit 2H which goes into many options. The 2H hits before he is able to FRC and block. If you fail to confirm the counter hit and j.S immediately as normal, just JC to j.S/j.H(1) into SW. On level 2 and 3 Storm Viper, the delayed 2H will always counter hit. CH 6H CLBB is another punish option, but will not work if he does no Action Charge on level 1 Storm Viper. On a farther whiffed Storm Viper, dash j.P xN SW is more reliable. [*]-
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Use this thread to discuss the vs. Chipp matchup in +R. Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs Chipp I will be editing this first post with information on the matchup soon. Match Start: - Neutral: - Offense: - Defense: - Punishes (on block/reaction): Combo Notes: [*]- [*]On reaction, you can VV/GV his Senshuu(overhead rekka kick) for a guaranteed punish. [*]-
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Use this thread to discuss the vs. ABA matchup in +R. Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs ABA I will be editing this first post with information on the matchup soon. Match Start: - Neutral: - Offense: When only one more knockdown is required to force her out of Moroha mode into the Instant Kill-able recovery, WT is a very strong option. She cannot burst, so you simply do WT, activate IK, and kill her. Of course if the ABA realizes this, don't get predictable with it. - Defense: - Punishes (on block/reaction): Combo Notes: [*]After WT, ABA remains at the peak of the bounce for an abnormally long time, then falls quickly. Take this into account and delay your followup if necessary. [*]- [*]Punishing Danzai/FB Danzai: after blocking the first hit, there is a gap before the 2nd hit. You need to punish within this gap since the 2nd hit on block pushes you out too far to punish. From not max-range, the strongest punish is CH 2D > GV. You have to be careful timing the 2D, or it will trade or lose entirely. Simply doing VV works as well, but you will need to dash to reach the knockdown if it's at a range where VV will hit twice. If it's at the range where VV hits once, it will be CH and knock down. From max-range on block, dash VV or Tyrant Rave are your only options that will end in knockdown. If Danzai whiffs, you can whiff punish with GV. NOTE: You can no longer GV under the 2nd hit after blocking the first in +R. [*]-
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Use this thread to discuss the vs. Faust matchup in +R. Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs Faust I will be editing this first post with information on the matchup soon. Match Start: - Neutral: - Offense: - Defense: - Punishes (on block/reaction): Combo Notes: [*]Midscreen airthrow > 5K will connect on Faust, allowing followups with j.K to FB SW into a loop. Example combos shown in this video: http://www.youtube.com/watch?v=3ku3NTmAej4&hd=1 [*]- [*]On reaction, you can GV under his scalpel stab special for a guaranteed punish. [*]-
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Use this thread to post videos of your Sol and get feedback from other users to help you improve. Post match videos from other players or combo/strategy videos in the [+R] Sol Badguy Video Thread.
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Use this thread to discuss the Dustloop +R Sol Badguy Wiki. Make suggestions, request info to be added, ask questions about info, etc. Anyone that makes changes to the Wiki can post details of what they updated in here. [+R] Sol Badguy Wiki
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Official changes to Sol Badguy in +R, courtesy of Final Ultima:
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I'm locking this thread, further combo discussion and postings should go here: [+R] Sol Badguy Combo Thread
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Thanks Arvoyea and Orrax, this question has been answered well so I'm locking this thread. From now on, if anyone has any questions about Sol, please ask in the [AC+R] Sol Badguy Q&A Thread.
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Use this thread to ask any questions about Sol Badguy in +R.
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I lied apparently, those CH throw combos I posted are too long. They're actually: CH throw > dash 5B 5C > IAD jA jC j214A > 5A sjB+D > Ziodyne - 3419 CH throw > dash 5B 5C > IAD jA jC j214A > CS - 3530 While I'm at it, I've been trying other combos (some of which shown in LegendaryRath's recent vids) so I'll post them. air throw(OMC) > (dash) 2B 5C > IAD jA jC j214B > (dash) 2B 5C jB jBB dj.B dj.BB jB+D > Ziodyne - 4868 air throw(OMC) > (dash) 2B(1) 5C > IAD jA jC j214B > (dash) 2B jC j214A CS - 4837 j214A/B/EX(OMC) > dash 5B 5C > IAD jA jC j214B > 5AAA jB+D - 4277 j214A/B/EX(OMC) > dash 5B 5C > IAD jA jC j214B > 5D - 3612 j214A/B/EX(OMC) > dash 5B 5C > IAD jA jC j214B > 2B jC j214B > 2B 5C sj.B j.BB Ziodyne - 5239 j214A/B/EX(OMC) > dash 5B 5C > IAD jA jC j214B > 2B jC j214B CS - 4902 (damages from EX) I'll add 214D(OMC) combos to this post once I try them out more. Also stuff with B+D CS. and air hit 2B/5B(those are in SKD's original vid). air hit 2B/5B 5C > IAD jA jC j214B > 5B jC j214B > 2B 5C 2C 214B jB+D - 3777 air hit 2B/5B 5C > IAD jA jC j214B > (dash) 2B/5B jC j214B > 5D - 2651 air hit 2B/5B 5C > IAD jA jC j214B > 5B jC j214B > 2B 5C jB jBB djB djBB jB+D Ziodyne - 4488 air hit 2B/5B 5C > IAD jA jC j214B > 5B 5C 2C 214B j214A CS - 4731 These are same as above but you can include a 5B if you want, and delay for higher 2B hit: air hit CH 2B > delay (5B) 5C > IAD jA jC j214B > 5B jC j214B > 2B 5C 2C 214B jB+D - 3893 air hit CH 2B > delay 5C > IAD jA jC j214B > (dash) 2B/5B jC j214B 5D - 2659 air hit CH 2B > delay (5B) 5C > IAD jA jC j214B > 2B 5C jB jBB djB djBB jB+D Ziodyne - 4613 air hit CH 2B > delay (5B) 5C > IAD jA jC j214B > 4797 On Naoto, Yu, Liz, Yosuke, Teddie: CH 214A/j2A/5A > dash B+D CS > 2B 5C > IAD jA jC j214B > 5B jC j214A CS - 6549 (damage from CH 214A) EDIT: fixed j214A/B/EX combos, missed some parts
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[+R] Sol Badguy Combo Thread (Updated 10/23/13)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
That does seem to help on some, thanks. I think I'm going to turn my 2nd post in here into a changelog of sorts, so its easier to see what I'm adding/removing/adjusting. I'm trying to group combos as best as possible between weight groups. So a few might not be 100% optimized for one or two characters in the group but I'm aiming for a balance of optimized damage with least number of combos to remember. For very character specific combos that are definitely worth knowing I'm adding their own group. -
I need to learn all this wonderful new stuff with IAD jAC. with the IAD delay jA jC, I remember trying these CH throw combos. Can't remember damage but I think it's more damage/corner carry than old stuff. CH throw > dash 5B > 5C > IAD jA > jC > j214B > 5B > jC > j214A > 5A sjB+D > Ziodyne CH throw > dash 5B > 5C > IAD jA > jC > j214B > 5B > jC > j214A > CS
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[+R] Sol Badguy Combo Thread (Updated 10/23/13)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
That combo I've done very little experimenting with so far, it seemed to work on lots but haven't nailed down who yet. Just trying it now on Ky, yeah it's really iffy on him, seems like you need dash momentum to get the j.S to connect. -
[+R] Sol Badguy Combo Thread (Updated 10/23/13)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Oh yeah it whiffs on farther hit 2D on him. I'll add character specific notes on how far BR hits shortly, thanks. EDIT: added that info to description, AN will allow any number of normals and BR will connect as long as 2D connected. Most allow for the spacing of the example combo shown. AB, DI, KL, KY you need to cut the combo shorter. RO it simply won't work unless you start with 2D by itself at pointblank range. -
I'll have a full +R set up that can be used
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Actually I neglected to add any from 5A/2A specifically. I haven't updated it in a long time I should off the top of my head, pretty sure you can just do the same OMB combos as from a throw...or if you did 5A 5C 214D (cutting out the B's) you can do the same OMB combos as from 5B. I'll post ones here later if somebody doesn't do so before I get to it. Edit: oh, well I did put some OMC but not OMB
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Meanwhile, regular Sol's is still a bitch
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Well I was trying other options. We can still do VV, but if you arent close enough the knockdown won't reach, I guess you might have time to dash but didn't try that yet. From farther we can get f.S into FB Fafnir to knockdown at least. EDIT: ok you do have time to dash VV, gotta be really quick though.
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It sounds like that changed http://www.dustloop.com/forums/showthread.php?16961-NORTHEAST-CHAMPIONSHIP-XIV-(NEC)-Dec-6th-7th-and-8th-in-Essington-pa-(right-outside-of-Philly)/page2&p=1536054&viewfull=1#post1536054
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So I've been trying to come up with a list of moves you can GV on reaction to punish. Also ones that aren't necessarily guaranteed on reaction, that they have a way to escape getting hit but it's still good to know. Any I'm missing? Baiken: grapple arm (guaranteed) Chipp: senshuu overhead kick (guaranteed) Faust: scalpel stab (guaranteed) Jam: puffball/FB puffball (can do low kick/cross behind) Johnny: super after flash (guaranteed) Ky: 6H (guaranteed), stunedge/charge stunedge done within range (can FRC, forcebreak orb) Order-Sol: lvl1 rock-it (guaranteed) Potemkin: 6H (can FRC), hammer fall (can FRC, P cancel) Robo-ky: ground rocket (guaranteed) Sol: bandit bringer (can FRC), bandit revolver (can FRC) Slayer: dandy step (can FRC) Venom: dark angel done within range (guaranteed), charged horizontal ball (can P cancel) Zappa: 6H (guaranteed) After 5D startup begins: cannot GV under on: Bridget, I-no, Justice, Kliff(works but no CL), May(hold D), Millia, Robo-ky, Slayer(hold D), Testament can only GV early on: ABA, Dizzy, Johnny, Sol can only GV late on: Ky, Axl can GV anytime on everyone else: Anji, Baiken, Chipp, Eddie, Faust, Jam, Order-Sol, Potemkin, Venom, Zappa on ABA, I tried GV after blocking the first hit of Danzai/FB Danzai like we used to be able to, but now you no longer go under the 2nd hit. It got a hitbox buff and reaches lower now apparently EDIT: added lvl1 rock-it, thanks Tsak EDIT2: added Chipp's Senshuu, dusts, random normals
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Unless teams at NEC are pretty late on Friday night I think I'm gonna miss em
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Awesome stuff thanks for sharing
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what character you doing it on? also screen position matters. On most you can 2H after the FB SW in that combo, or 5K/c.S>2H to make it easier. From air hit 5K>2H, usually just going for j.H(1) SW works so you don't have to spend meter. If you can see the j.H didn't hit right then you can do VV or FB SW to continue, but you won't necessarily be able to get the same stuff since they will fly up higher.