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Everything posted by VR-Raiden
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I can provide a +R setup w/ monitor
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[+R] Sol Badguy Combo Thread (Updated 10/23/13)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
I hadn't messed around with that yet, but yeah I could see that maybe being useful to put them in corner when you're back is nearing corner, ill try stuff out. And you're right, tkBR 5K BR takes them practically corner to corner. -
Awesome looking forward to it. I'm planning to make some vids too, mostly of simpler combos for now. EDIT: this is a simple f.S combo using Fafnir RC, stable and works on most of the cast http://www.youtube.com/watch?v=LPk9iPFuLNw&hd=1 also updating the video thread shortly, thanks again Orrax
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Wait what, that actually...makes more sense WHO AM I!? I just don't know any more
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[+R] Sol Badguy Combo Thread (Updated 10/23/13)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
On Sol, I'm getting 253 from 5K, 269 from c.S, and 280 from j.S (using 5H and c.S). ouch! (added to first post) Going to post some combos that I've tried so far, I'll be adding who it works on. Post any improvements anyone might have on them. First an easy-mode corner knockdown combo similar to that one, using FB SW: corner 5K > 6P > 5H > j.D, j.D > j.D, j.D > nj.D > FB SW > 2H > j.S > SW > nj.S > SW > BR - 251 on Sol (corner knockdown) - works on SO, AX, ZA, CH*, AN, SL, MI*, OS, ... - fails on KL, JA, DI, AB, JO, KY?, ED?, MA, ... CH* nj.D > SW iffy, replace with nj.K > SW MI*, replace j.S with j.H(1) Using CL BB: corner 5K > 6P > GF (FRC) > CL BB > j.D > SW > 2H > j.S > SW > nj.S > SW > (2H) BR - 258 on Sol (260 w/ 2H) - works on Sol, Axl, ... Dustloop to VV knockdown: (added to first post) corner 5K > 6P > 5H > j.D, j.D > j.D, j.D > dash j.S > j.D > dj.S > dj.D > sVV - 243 on Sol (236 from 1 hit VV) (corner knockdown) - works on SO, AX, ZA, CH, SL, AN, DI, MI, JA*(omit 2nd j.S), AB, OS, KY, ED, VE, TE, PO, FA, IN, JU - fails on JO, KL, MA, RO?(c.s>2H?), BA, BR, JA* barely works f.S combo: (added to first post)http://www.youtube.com/watch?v=LPk9iPFuLNw&hd=1 midscreen-to-corner f.S > 5H > Fafnir (RC) > dash 5H > GV > j.D > delay SW > nj.S > SW > 2H > BR - 210 on Sol (set to lvl 3 stagger recovery, same works from 5H) (corner knockdown) - works on SO, AX, ZA, CH, SL, AN, OS, ED, KY, RO(omit 2nd 5H), VE, TE, PO(omit 2nd 5H), FA, DI, AB, MI, IN, JU - fails on JO, KL, JA, BA, MA, BR midscreen-to-corner f.S> 5H > Fafnir (RC) > GV > j.P > SW > c.S > 2H > tk.9SW > 5K > BR - 197 on Johnny (corner knockdown) - use on JO midscreen-to-corner f.S > 5H > Fafnir (RC) > j.S > c.S > 2H > tk.9SW > 5K/c.S > BR - 211 on Jam (corner knockdown) - use on KL, JA, BA, MA, BR, CL FB Fafnir combo: nearing corner 5K > c.S > 2D > FB Fafnir > GV > j.D > delay SW > bj.S > SW > 2H > BR - 223 on Sol (corner knockdown) corner throw combos: corner throw > 5K > 6P > 2H > j.S > SW > 2H > j.S > SW > walkback c.S > BR - 150 on Sol - works on -fails on corner throw > 5K > 6P > 2H > j.S > SW > 2H > tk.BR > 5K > BR - 136 on Sol (corner knockdown, other corner) - works on SO, CH, ZA, AN(jH1), AB, OS, KY, MA(jH1), JA, RO, TE, BA(jH1), BR(jH1), IN(jH1), MI, (jH1), - fails on PO, KL?, AX, DI, SL, JO, ED, FA, VE, JU 2K combos: corner 2K > c.S > 6P > 2H > j.D, j.D > dj.SW > 2H > j.S > SW > 2H > tk.8SW > c.S > BR - 175 on Sol (2H feels more stable than 5H before dustloop due to less pushback) - works on Sol, ... long range corner 2K > 2D > FB Fafnir > dash 2H > j.D > delay SW > 2H > j.S > SW > 2H > tk.8SW > c.S > BR - 201 on Sol (dash c.S also works after Fafnir, easier for 195) (added to first post w/ more details) - works on Sol, ... long range corner 2K > 2D > FB Fafnir > dash 2H > j.D > delay SW > bj.S > SW > 2H > BR - 181 on Sol (corner knockdown) - works on SO, - fails on (can do 3 j.D for corner knockdown version) long range approaching corner 2K > 2D > FB Fafnir > GV > j.D > delay SW > bj.S > SW > 2H > BR - 197 on Sol (corner knockdown) - works on SO, AX, ZA, AN, OS, KY, RO, TE, PO (added to first post) - fails on KL, JA, BA, BR, AB, JO, MI, IN, JU, MA, CH*, DI*, SL*,ED*, VE*, FA* *can work, but very finicky? seems range dependent 2K > 2D > FB Fafnir > dash 2H > fj.D, j.D > (dash) fj.D > SW > c.S > 2H > tk.9SW > 5K/c.S > BR - 190 on Sol (corner knockdown) (added to first post) - works on ... - fails on ... 2K > 2D > FB Fafnir > dash 2H > fj.D, j.D > fj.D > delay SW > bj.S > SW > 2H > BR - 188 on Sol (corner knockdown) -works on ... - fails on ... -
Yeah I have the jp ver, my impatience kinda paid off, but I'm not in the area this weekend so I can't make it to xanadu
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Thanks FinalUltima Now that its finally out let's all work on making a quality list of combos!
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Yesss let's do +R!!
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You should post it in relevant matchfinder threads and/or the event announcements forum
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This came up in discussion before, here's a vid regarding OTG 2A on opponents attempting to delay tech meaties after a standard anti-air combo http://www.youtube.com/watch?v=z4CwbRuYdRQ&hd=1
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-2B 5C sjB jBB j2A -2B(hits too high for 5C to connect) (sjA) jB jBB j2A - CH 2B (delay) 2A+B 5D And ill list approaching corner/meter ones while I'm at it - approaching corner CH 2B delay 5C 2C(DC) 2A+B 5D - " CH 2B IAD jB jC j214B 2B jC j214B 5D - " [2B jC j214B]x2 5D - 2B 5C sjB jC j214B(OMC) j214A 2B/5B jC j214B 5D and you don't wanna do jD unless its really low down in corner, when you can meaty 5A after it. So after the j2As here you just do ground meaties.
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It's kinda hard to describe. He's not Chie so you're gonna have to back off from pressure eventually if they keep defending properly. Without meter, you're mostly gonna hit with staggered pressure or throws. I would question whether they're truly reacting to your throws, if not you can hurt them with throw whiff punishes (214A/instant j.2A). I prefer j.2A for that since if blocked you're still +, though it gets you less damage. People with good defense won't fall for that stuff much though, theyll either use a throwbreak OS (backdash/jump/burst) or call you out on the bait and hit you with something. The OS are punishable though if you catch on to them. A somewhat safer throwbait is just backdash, and usually you can CH 5B (or 2C if they threw later) a throw whiff. Backdash also potentially avoids a DP/2B attempt. Basically you need to mix in throws to see how they respond and try to anticipate and punish their reaction. But if they really react to getting thrown and break its a problem. Staggering pressure can hit them for thinking you're blockstring is over, whether they try to jump out, mash a normal out, backdash, etc. Of course they can do reversals in the gaps so keep that in mind. If they don't get hit by any 2A you can stagger to 2B which gives you most options on block. Also you can use 236D to test them, if they don't react to it its a free complete reset of your pressure With meter its easier to open them up in pressure, you have EX lion, AoA OMC, 214A OMC > airdash jA or 2A, 214C/D/EX OMC, 5C > IAD j.C crossup/double crossup OMC, etc. And its important to DP guard cancel attempts when you can during pressure, Narukami has one of the best for doing that.
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1. Yes, unless you're at super max range where it connects once but thats rare. 2. Yes, but there is actually timing after sweep to have 5D hit 3 times yet still pick up with the OTG. It's a very slight delay after sweep, if you can get this timing consistently it's the way to go needless to say. Won't work from very far hitting sweep though, they will be able to delay tech through it regardless, so go for immediate 5D after a long range sweep (unless they don't realize they can delay tech 3 hit 5D). 3. Yeah j.2A always knocks down on hit, so it's the preferred air combo ender when you can do it. 4. Not sure about 5B > 5DD > j.2A always getting the knockdown, usually the go-to ender at high prorate is just 5D(OTG) > j.2A, that way you have your 5DD available as a meaty. This works from almost any combo, only thing I can think of is some FC combos that don't even let you get close enough to the opponent to j.2A before they tech after the 5D(OTG). 5. Yes there are some setups where you can OTG pick up if they try to delay tech. In any knockdown where you can't get meaty 5D, you can pick up with 2A > 2B/5B etc, depends on the starter how much you can do. After safejump setups, it's actually possible to do a super low OTG j.A 5A etc if they try to delay tech through your safejump attack. Unfortunately they can delay tech your safejump attack and make that j.A whiff through the tech with the same timing if they do it right so that won't happen often. Probably the most common times where you will get an OTG combo are after non-safejump knockdowns, like after air hit j.2A. The opponent can choose to delay tech after these to try to mess up your meaty attempts (like meaty 214A>5A link, AoA, 236D etc). One combo which I know for sure works is after anti-air 2B > 5C > sj.B > j.BB > j.2A (opponent tries to delay tech) 2A > 2B/5B > j.C > j.214B. Gets you extra corner carry, damage, and knockdown (delay-techable 5D oki in corner or safejump oki). Or you can continue if close enough to corner as usual with something like 2B > j.C > j.214A > CS for damage. Putting a dash before 2A helps corner carry too. If you do this kinda thing you wanna input the 2B/5B asap after inputting 2A so they don't come out if the opponent techs. And of course you can still meaty with stuff after the 2A whiffs through their tech. 6. Pretty sure 2C(BDC) is slightly disadvantage, but it's pretty safe to use from a long range 2C, especially if you're fighting a character you out-range easily. In corner you can do silly frame traps like 2C(BDC) > 5C, they can 5A that though if they know how big the gap actually is. It's definitely bad to do at close range.
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Thanks for the input, been trying stuff. I remember I stopped going for (2H nj.SW) x 3 c.S/2H BR since I rarely got them low enough after the 3rd one for to connect the knockdown, seems like there is a lot of variance within each rep of that combo. I like the IAD j.S jSW reps one for when they're nearing corner, I never was great at getting the airdash out but I'll have to practice it. I like that it's pretty burst safe. For now I'm definitely gonna start doing something similar the one you both mentioned though. 2H nj.SW > 2H nj.H(1) SW > nj.S SW > BR - 179 on Baiken (surprised the SW after nj.H reaches as a clean hit, looks far out) trying to work some 5H in for a bit more damage, seems pretty doable since you have some extra time on them. I'll have to see how consistent I am with them in matches. Example: 5H nj.SW > 5H 2H fj.H(1) SW > nj.S SW > BR - 186 on Baiken
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What are fellow Sol's 3+ SW w/ knockdown WT combo of choice on May, Baiken, Jam, Bridget? I want to use a stronger one than what I'm doing if I can do it consistently. I usually just do standard jS SW 2H jS SW njS SW BR on them since I'm not sure what I wanna do for more dmg on them, wondering what other Sols like.
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Yeah off the top of my head, on everyone but Pot and Johnny you can just do 2D > BR(RC) > SW. (on Johnny doing an immidiate j.H(1) before the SW works, on Pot airdash j.D) You can also choose to 2D BR(RC) > j.S > dj.D > SW for a little extra damage on non-lightweights. After the BR(RC) you have plenty of time to delay to get close enough for the SW though, if you hit close enough that BR connects you should always be able to get SW. As for non-CH GF, some examples on Sol at starting position: If they get hit really close you can link j.P/j.K/5K/2H to start a combo example: close GF j.P SW > (walk back) c.S 2H jS SW > nj.S SW > BR If they get hit farther out, dash j.P/j.K/j.S. example: far GF dash j.K j.S dj.H(1) SW > bj.S dj.H(1) SW > sj.S j.H VV knockdown Or from far you can also IAD j.K > j.D > j.BR > land 5K link, assuming you got close enough for the BR to connect. example: far GF IAD j.K j.D j.BR(2) > 5K(1) j.P j.K SW > dash 2H j.S SW > 2H BR
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Thanks I'll try doing 2369H for that then. I'm getting super jumps sometimes but it's coming out at least. What is it that causes a super jump rather than a normal jump? EDIT: wow, this isn't as hard as I was making it out to be, I can kinda do it consistently already. Not getting super jumps often now, I imagine it has to do with doing it too fast or something. You can do it as BR(RC) > 2366H, basically like doing a dash special but in the air. What combo are you using it for though out of curiosity? The only time I airdash after BR is on Potemkin (2D > BR(RC) > airdash j.D > SW)
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Can anyone that can do 2H tk9/fj.SW share how they like to input it? It's one thing I really wish I could actually use for reliable sideswitch to corner knockdowns. I can do 2H8/nj.SW easily but 9SW has always given me trouble. For 2H nj.SW I just do 2H 8236H and it works easily. For 2H fj.SW when I try 9236H, I get VV as you'd expect, so then I try 91236H but I don't get SW out fast enough. Is doing it as 2369H any easier? Wondering what people think is easiest way to do it, seems like it'll take me some grinding in training to use it either way though.
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Dunno how many new Sol players are lurking about in here, but I made this beginner tutorial to sidewinder with some hopefully useful tips: http://www.youtube.com/watch?v=5lyl-gavEn0 btw, Kaizen ever since you posted about those corner air throw combos, I've been doing this one so much and loving it: cS > jSKD > jBR > 5K(1) 2H HVV actually started applying it for some other random hits near corner too. but I still don't remember in matches when cS doesn't work on certain chars from corner air throw. +R corner airthrow combos will be nice with the air hit 6P buff though (if that game's still coming out in this lifetime )
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Glad the vids have been useful, just wanted to spread the knowledge to fellow Narukamis. Raging Lion 5A link is great but if they can react and DP it sucks, getting away with it is fun though. I'm not the king, I'm hardly even close to the level of the best Narukamis out there lol, but thanks. http://www.youtube.com/watch?v=B5droDcKESM is the Hama vid I was referring to. I'll PM about the combo, cause it will be off topic, so anyways back to XBL talk
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Similar to the ones in Hama's FC vid then? And is this signature sandwich combo copyrighted? I'm curious what it is if you don't mind sharing.
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Cool well if you two don't have room plans yet for SJ theres space in mine. so far Matt was interested but other than him its just me confirmed so I'm hoping to find at least 2 more that would be interested. I have a room booked for Fri+Sat, and a room booked for just Sat, so ill be able to do whichever works better for people.
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Any of you guys going to Summer Jam and/or The Fall Classic?
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Can't make this one but I'll definitely try to make the next one. I'd love to get some GG in at these too.