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Everything posted by VR-Raiden
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[Xrd] Sol Badguy Option Selects Thread (Updated 01/31/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
I think that's GF connecting slightly after Fafnir, changing the blockstun to that of GF which is much shorter than Fafnir's. So they leave stun earlier than if Fafnir connects after GF, allowing neutral YRC. It's the same reason doing GF YRC > Fafnir can make yourself punishable if you do Fafnir too soon and it connects before GF. -
[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
https://www.youtube.com/watch?v=TxTOyJc9sGw Tutorial with details on the basic corner GF YRC mixup. -
Looks like it's all explained in the FR thread in events forum now. btw not making this monthly, need car work done and going to a Roanoke tourney after.
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crap I didn't check this thread before going lol yeah I went and I did terribly. Tournament ran terribly too. Casuals were fun though, when we could get them.
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Just in training mode but looking at her roll gimmicks, I think 6S+HS looks like the best throw OS choice if you're gonna go for one when she rolls toward you without doing Digitalis (roll>HS). In the case that they roll towards you, then 5D to dodge your attack or throw whiff and hit you, you will either hit her on the way back as c.S or f.S depending on when you pressed it. 6K+HS doesn't reach 5D, 4HS does but doesn't seem like it does with realistic reaction timing. 6HS is too slow to hit realistically too from the looks of it.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
One of the things I treat as pretty much a hard rule is when I have tension and land a knockdown in corner that grants the best GF YRC jump-in mixup, I'll almost always do it. Seems pretty strong and either high or low combo will build the tension back. I almost always RC f.S/f.S>5HS hits when I have tension for it, huge carry and knockdown where you wouldn't get it otherwise. 2D BR combos are mostly worth it when it brings deep into corner early I feel (lIke j.D Fafnir etc range), I've started not doing it as much otherwise. Other than that I can't think of much that doesn't depend on quite a few things. -
GGXrd: Sol Burst Safe WT Combo Posted this a while ago in the combo thread but finally made a vid of it. This works on Axl, Potemkin, and Sin. Same recording each clip. Burst safe until the BB. It's pretty strict on Sin. The 6P 6HS VV ender only works on Axl of those. Shows combo, unsafe burst points, then how low on life Axl needs to be for it to kill (10% in this recording). GGXrd: Sol Burst Safe DI Extension Nifty but pretty situational. You can guarantee a kill with this if they wait til j.D to burst or gain burst during the combo. Shows the basic combo extension, that they can't burst safely at any point after j.D, then a few example death combos with it. oh and this is a super tricky cross-up GF setup by Eiji: https://www.youtube.com/watch?v=H34uCx2z7qM https://www.youtube.com/watch?v=hYJ_K3SRHDI
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Ok I got it now, I was just messing up before. I like this route a lot, thanks. It lets you get BR ender for more damage and consistency than other options I knew of. I haven't gotten it with just 1 hit of Kudakero yet but it's pretty easy to get both hits. I'm having more success with normal jump than high jump. example BR ender: 5K > 6P > delay 5HS(JC) > j.D > Kudakero |> 2HS(JC) > j.D, falling j.D |> Fafnir, dash GF, 2HS > BR = 236
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Pretty much, it has the chance of messing with whatever they wanted to do on wake-up. I have used it occasionally, but I don't feel like it's something that should be used too often. It can screw with fuzzy jump timing from the opponent if they're repeatedly using that on your safejump oki. -
IB K Mappa is a 5K or c.S punish within range, works from pretty far. WT works too but you have to be super deep. 2D can low-profile and counter Mappas. Also funny thing you can throw Dandy S>HS on its first active frame.
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I was trying this a bit and wasn't getting it. Is the notation right? I assume Kudakero is only connecting with the first hit? Looked at BR vs 6K more and it's kinda bad looking actually, it wins if you hit her out of 6K early on but that's about it. 2D can counter 6K around the middle of the animation. So if they like to do it to punish 2D, you can just wait a tiny bit longer before pressing it at those moments. You can punish tk.Badmoon on block with air hit 5K or f.S>5HS when she lands. You can't react to it but know she can go into it off her jump cancellable normals (5K, c.S, 2S, 2HS).
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Have 6K+HS ready on defense. He has a strong throw game with that fast walk speed, look out for throw especially after 2P. He typically throw OS with c.S which is good on block and reaches high, so if you jump throws be sure to air FD. If he is using 6HS cross-up, 6K+HS will become FD if he crossed up with it when you input. It's throwable at the start too. 5P, j.P are good at eliminating Deja Vus.
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Sounds interesting I'll have to try that. So Millia can 6K if you overuse 2S and 2D in neutral, to throw a wrench in things. You can CH f.S or 5HS if you think it's coming, or 6P from closer. BR works too pretty well if you wanna get funny. Speaking of BR, not sure if mentioned yet but if you managed to use it over her 2D, it will crouch hit and link to 5K.
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I could use it if you ever get around to it. Lost to 2 Venoms now in tournaments. Never really learned this matchup well enough. But I have been watching the recent Mugen vs Sanma set which has been enlightening. I see a lot of patience and waiting for the right moments to move from Mugen. I have been impatiently jumping too much and trying too hard to avoid balls I think. Also in the typical 5D corner combo, 5D backdash > dash 6HS > BB, the BB will whiff unless you do the 6HS very soon after the backdash. Found that out the hard way.
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See ya there. Bringing my setup.
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She has a pretty hard time anti-airing our j.HS. I noticed Machaboo dashing in with j.HS a lot in recent vids so I tried it out a bit. If you're coming down vertically at all her 6P tends to lose or clash to it. 5P doesn’t reach it if you're higher up. 2S with sword has to be done in anticipation because it's slow.
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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Stand blocked IAD j.S > j.K whiff > WT trick which we saw Machaboo make use of vs FAB. It works on everyone pretty well except Faust, Leo, Slayer, and Zato. On Faust and Leo you have to delay the j.S for it to connect so you aren't high enough for j.K to whiff. It's possible on Leo though I'm told (Final Ultima tested for me, wasn't on PS3 today). On Slayer, it only works from very far range, otherwise j.K connects. On Zato j.K pretty much always connects. While this doesn't allow the WT trick, it does mean you can get 4 successive high hits with j.S j.K j.S j.K, which could be confusing or lead to tricks. I tried this off 5HS blocked since I think that's a realistic scenario for this trick (I believe that's when Machaboo used it). Also, don't have a timestamp but saw Mugen do 5P blocked > 6HS YRC WT. Pretty tricky, like 2S or 6P into it but they have more options to worry about off 5P. And Kudakero |> HSVV->TO > GF YRC can grant the same advantage as 6P > BR > backdash GF YRC. I noticed Mugen started using it more. More damage and Tension gain than 6P BR for same oki (if you were going for meterless oki BR still wins). This is good to know for times or characters where 6P > 6HS > HSVV ender won't work. -
True that is an option for him. This might not come up often, but you can seriously hurt him for whiffing 2D. Whether the first hit connects or not, you can CH 5HS > BB, or even CH 6HS as he misses the 2nd hit which has shorter range. Typically they'd special cancel the first 2D hit I think but if they don't it's big damage. If you can FD to make the first hit whiff, they'd have to RC to be safe.
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2S is also useful in neutral for this match. If you're spaced just outside her f.S range you will hit that if she whiffs it, and 2S will counter her 2D at that range too. So it's a bit safer option for punishing max range 2D from her in attempts to hit your own 2D. It recovers fast so not as bad on whiff as your f.S and 5HS. From her 6HS, she can cancel the first hit into Iron Savior to hit low as you high block expecting the 2nd 6HS hit. For this you just need to either react to it or switch to low block once the window for the 2nd 6HS hit is over, the low takes slightly longer to connect. IB 1st hit > upback will jump Iron Savior and block 2nd hit, but you would get hit by Digitalis. Block 1st hit > RS is a funny punish for Iron Savior but also gets hit by Digitalis. And on some character specifics, minimum height airdash j.S > j.D will cause j.D to whiff on crouch hit of the j.S. You can just use j.S > j.HS instead to be safe. In neutral jump outside throw range corner safejump oki, j.D won't hit her for crouch blocking.
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[Xrd] Sol Badguy Option Selects Thread (Updated 01/31/2015)
VR-Raiden replied to VR-Raiden's topic in Sol Badguy
Looking at YRC install stuff a bit today. This is an OS to be safe to Dead Angle Attack and do an empty jump 2K into combo at the same time in corner GF (YRC) oki: https://www.youtube.com/watch?v=PirzNWJNfoY 3K+S+HS > 4K+S > 6P Works on 10f and slower DAA if they did it as soon as possible from what I was finding (so everyone but Axl, Bedman, Elphelt, Faust, Ramlethal, Sin). If they delayed DAA it can hit YRC startup though. Also messed around with low airdash j.P > j.P+K+S > j.P. If they crouched under the air dash j.P, you YRC into an overhead j.P. If they block the air dash j.P, you get 3 j.P's in a row. For meterless corner oki after BR, you can neutral jump > 2K > 6P+K+S to get 2K > 6P on block/hit or 2K (YRC) on whiff if they jumped it. This allows you to either air throw (don't think it's 100% guaranteed) or continue pressure to keep them cornered. Similarly you can do low air dash j.S > j.P+S+HS to get air dash j.S > j.HS on block/hit, and air dash j.S (YRC) on whiff if they jumped (jump only tends to dodge the j.S completely if you did a minimum height air dash). All this being when you're at 25-49% tension of course. -
I just tried comboing it to 5HS and it doesn't reach sadly. But yeah this seems like a good start option, pretty low risk if you got the timing down. I was looking at how he could punish it, and none of his normals can. 2P and 5K will clash, and f.S will get countered just like 2S. His 6HS is slow enough that you recover and can block. He would probably have to shoot a ball at you to hit it.
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Round start 2P will counter him doing round start 2S, it's one frame faster and reaches his hurtbox. Happens here: https://www.youtube.com/watch?v=8Zyfz4uS590&t=7m20s
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Looking at dealing with door teleport stuff. The safe method is forward/jump and hold FD after he disappears, with the right timing it will air FD any option, but you don't really get a punish. That's what got me looking at this option select that might be useful. If you see him disappear then 66[K+HS], you'll dash 5K him out of front door, FD/run passed a back door, and FD/run under the vertical drop depending on the timing. So with this you hit him out of front door and get a big punish on the vertical drop. For back door, it depends on spacing whether you can punish or not. You can also do 66P+HS to get CH 6P when he front doors, the timing is more strict though. 66S+HS gets c.S. 5K seems like the most reliable option though with the startup and active frames it has.
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Reviewing some vids and this is a great example of how to win this match up by Mugen https://www.youtube.com/watch?v=nuJc_5BgCeo&t=3m44s Stays back, plays the neutral game, doesn't over commit. Note this CH 5HS was crouch hit, you can get IAD j.S on Potemkin if you delay the j.S slightly. Also helps the GV combo here https://www.youtube.com/watch?v=nuJc_5BgCeo&t=5m28s
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Some random things: Sol can run under HCL which is very helpful. Running 6P will be CH into big damage. If you tag HCL with a f.S, it is CH air hit and combos to BB. Be mindful of her dives at all times when approaching airborne I-no. Typically it's a free 5K/c.S/WT on IB. VV works too of course. CH 2D is the best way to discourage Stroke abuse. If they do it in a blockstring you can VV it but remember she can YRC. Delayed special cancels off 2D are susceptible to HCL, GF YRC will be safe and punish it though. If they autopilot into it after you 2D, run under it and have fun. Note you can throw her out of ground Overdrive after flash within range. Difficult to time but doable. Useful if they reversal a safejump with it. Disrespect ambitious dash pressure start attempts from her with 5K. Might as well 6K+HS. 4/6K+HS can be good too if they're doing some cross-up stuff. CH f.S or 5HS cancel to notes in blockstrings, need to look at this in more detail though.