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Everything posted by VR-Raiden
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hmmm I tried it some more, it's definitely pretty strict on timing but I get it with a very deep j.S, I'm inputting the backdash quickly right before landing. In the recording I'm inputting it right after j.S connects during the hitstop. And on f.S, it does seem strong at round start, and strong in general in this match up. I played it a little more and eventually started waiting it out for him to get low on food, then going heavy offense and bullying him with f.S, it's really easy to tag them out of trying to eat YRC. Still learning stuff in the match up but f.S seems very useful so far.
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Neutral/Offense: So if he does Hammer Fall YRC > Potemkin Buster, you can actually get VV or RS to come out after the YRC flash, before he can grab you. It's hard to input with timing, but mashing wildly can work (lol). RS is easier but risky if you don't plan to YRC it. I could see this being a useful thing if you got a normal caught by the super armor on Hammer Fall and he attempted to YRC > Buster it, since you could cancel after seeing the YRC. Punishes: Hammer Fall is unsafe on block, dash 5K/c.S, f.S, 2D, etc will punish. Forward Mega Fist (-4) is punishable with 5K if you're in range of the first hit. ICPM is easily punished with 5K/c.S when he lands. Giganter (shield overdrive) can still be thrown after flash. Throw, or Wild Throw once you see the camera start to return to normal. Wild Throw works from farther range and more rewarding without RC, but harder to time. For Heavenly, if you are already in air and lined up to be grabbed, you can air VV or gold burst him after flash on the way to you if you have time. If he did it and you were close and grounded (like after a safejump), you can CH HSVV right as he passes over, which leads to Fafnir. You can also back high jump j.P/j.HS, which is a bit easier/less risky but less rewarding. and added the mostly burst safe WT combo on him.
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Added pics for colors 7-13
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I won't be able to make it either, we already had a tourney down in SWVA planned on the 3rd. But I could likely go to that DMV Fight Lounge one on the 17th. oh and uhh maybe a long shot but is anyone interested in KiT? I'm planning to go and figuring out my room situation.
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Some more punishes: So if you manage to IB > CH 2D punish a low chain and have 50%, you can RC the CH 2D and have time to run up f.S > 5HS > IAD combo routes. Also if you missed the punish timing you'll either YRC or PRC the 2D if you automatically put in RC. You can punish his DP (623S) with dash 5K/c.S at close range. Dash f.S or 6HS work from far range. It's a normal hit punish. Interestingly enough, you don't have to air FD when blocking it in air. Sickle Storm overdrive can be punished after blocking the first part. If you normal block, you can forward jump CH j.D or whatever else. If you FD the first part to prevent chip damage, you have to neutral jump the last part, then airdash CH j.S/j.D punish. You can also TR between hits if you're in range.
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Use this thread to discuss the Xrd Sol Badguy Wiki: http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy We can discuss things that could use updating, things that should be added, document what changes are made, etc in here.
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GGs indeed, lots of good matches and learned stuff. Shout outs to having a ton of setups.
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Punishes: (a lot for this guy) Bandit Revolver - Punishable if you block it up close (the later in the animation you block it, the better it is on block). - IB up close is a free throw or 5K punish. - 6P can CH it. Bandit Bringer - Throw on IB or jump IB - air throw, HSVV or Blitz Shield on reaction. - Note he can YRC until about the peak of the jump, right before he punches down. Kudakero - Punishes depend on how close Sol is when you block it. - From farther range, where the flame will hit you after the dive kick, you can IB the dive then HSVV, or TR punish. - From closer range, especially on IB of the dive kick, the flame will whiff behind you, allowing easy punish with 5K or c.S. - You can also jump IB > falling j.K punish. - HSVV on reaction is always an option. Or Blitz Shield. - CH 2D on reaction surprisingly works pretty well if timed right, and combos to BB since it's an air hit. - Another option is running under him if he is close, then 5K/c.S/2D as he lands. This is good since it prevents an RC on block. - Note he can YRC on the way down, but not for more than the very beginning of his descent. Wild Throw - It recovers fast, and he can YRC it. You can neutral/FD jump and punish assuming he doesn't YRC. - neutral jump > falling j.S > j.D > Fafnir or dash f.S > 5HS IAD/(RC)BB routes. - neutral jump > falling j.S > j.H(1) > 2D/f.S into knockdown or far range RC routes. - You can throw him out of the startup (4f) but keep in mind it can outrange throws. - You can hit him out of the startup, but if he is setting it up well that won't work often. Anything throw invulnerable will beat it, like VV. Volcanic Viper - Punish with c.S when he lands. - If he does Tataki Otoshi to delay his fall, and you did c.S with usual punish timing, you can easily recover and punish when he actually lands. Note he takes counter hits now even after landing if he does this. Even CH 6HS can punish when he lands. - Punish is the same for SVV and HSVV, you just have to move into position and punish. If you couldn't get close enough in time, just f.S or 2D can work too. Grand Viper - Easy punish with c.S when he lands. - He can't YRC or PRC it, if it whiffs he's getting punished. - On hit, you can burst the first rising hit (the knee) to make the uppercut whiff, then punish with 5K/c.S/whatever as he lands. Dragon Install > Tyrant Rave - There's a big gap before the beam. - Up close you can CH 2D after blocking the first hit. - From farther you can GV under the beam after the first hit. Riot Stamp - You can 6P/Blitz/VV on reaction (easier farther from corner he his), but keep in mind he has a while to YRC it. I'll edit in any I forget, or if anyone sees anything I didn't mention feel free to chime in.
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I don't have Leo but I plan to by Saturday, as long as points come in time. I have Sin and Elphelt. Planning to get there early-ish, need as many games as possible! edit: Leo acquired
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Punishes: Low Sparrowhawk Stance chain can be punished on normal block with CH 2P, 2K, or 2D, if Axl didn't cancel it to another chain or cancel the stance immediately. He can't cancel to the same angle chain twice in a row. There's a big gap if he uses the same angle twice. 2P is most practical, you can whiff it and still be safe if he did low chain, low chain. 2D knocks him down, but will get punished by a second low chain, and also is pretty tight timing. There isn't much reason not to try the 2P punish as far as I can tell. Example here: https://www.youtube.com/watch?v=Wav_eppzYVM&t=3m27s You can go for more rewarding punishes at higher risk. One thing that looks interesting is blocking a low chain then YRC > run and if he cancelled it to a higher chain, you get a CH 5HS IAD combo. But if he did another low chain you have to jump or it catches you.
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Punishes: Task C (bed slam) is safe on block, but you can react and punish it with HSVV or CH 6P. Sol's crouch will avoid the first rising hit up close. Since it can cross up, and sometimes is hard to tell which side he's going to come down on, you can OS with 4/6P+K. It gives you FD if you pressed the wrong direction, CH 6P for the other. CH 6P can bounce him the wrong way, and you'll still be able to combo if it wall bounces. Blitz Shield can work too. Note he can only YRC the ground Task C on the way up, after that it becomes PRC. The air version he can YRC all the way down. Same punishes work for the air version, but harder to react unless it was really high up.
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Offense: Fuzzies off deep j.S blocked fail on Faust, he's too short. Couldn't even get fuzzy j.S. didn't try yet from a dash jump though. Combo Notes: After a Fafnir hit, f.S > 5HS fails on Faust. The 5HS whiffs, I didn't find anyone else like that yet. So no IAD conversions off farther Fafnir hits. On the plus side, BB will connect after Fafnir deep in corner mid-combo. You can add a little damage to standard corner combos by using that.
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Offense: Sin has slow face-up wake-up timing (58f, same as Chipp), keep that in mind for oki. Sin's frame 1 invulnerable reversals (other than burst) are his DP (Hawk Baker, 623S) and backdash. On meaty safejump oki, option-select backdash will dodge his DP, preventing him from cancelling it on block. If he chose to reversal backdash however, you will just return to neutral. Option-select TR will hit both reversal DP and backdash anywhere on screen, if you are in a position to be fine with using the meter for the punish. Punishes: After normal blocking his DP there's a gap to any special he can cancel to, even on normal block. Within range HSVV will punish no cancels and almost all special cancels, including eat (Still Growing, 214HS) YRC. Leap (214P/K) is the exception, he has time to air FD it. Immediate air throw against either Leap looks guaranteed, but if you jump immediately after blocking DP, you run the risk of other stuff hitting you. So if you block it, there seems to be a little bit of a guessing game if you want to go for a punish. Ideally you want his DP to whiff. If you manage to do that by backdashing or otherwise you have all day to get a CH punish. Even CH 6HS can work.
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Offense: Bedman's only frame 1 invulnerable options on wake-up (other than burst) are backdash and Sinusoidal Helious (632146HS, clock overdrive). On meaty safejumps, option-select f.S, 5HS, and 6HS can punish reversal backdash, all ground hit. Timed properly, they won't come out if he reversals Sinusoidal Helious. Punishes: Sinusoidal Helious (6+8f) is only strike invulnerable, it's +11 on block so you want to punish it after flash. Throw or WT will grab him out of it after flash. VV and TR will punish it after flash. DI works as well and can be followed with anything on CH, but it's hardest to time.
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Use this thread to discuss the Zato-1 matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:2D is a decent starter, it counters 2S, trades with 2K, and goes under f.S leaving you at advantage. There is risk of getting hit by close drill or delayed whiff punishes. But it is good to be able to discourage those immediate starters. Neutral:You can counter his 2S with 2D at range. 6P can also counter it, his hurtbox goes way out.If you 2D under his f.S, you are typically at advantage. Offense:Wake-up timing: 53f face-up, 50f face-down.Safejump Option-Selects: OS dash 5K/c.S hit backdash and are safe to reversal Overdrive.j.S > fuzzy j.P/j.K/j.S/j.D works.Be careful about using GF in pressure predictably, especially up close. He can reflect it with Drunken Shade. Defense:Overheads:2S > far drill blockstring is punishable with IB > IAD j.S in the gap. Punishes:Dust: dash 5K/c.S/f.S/2D.Dead Angle Attack: dash 5K/c.S. Can be low profiled with 2D, punish whiff with c.S. Can be dodged with point blank 5HS, punish whiff with throw. Combo Notes:WT > delay dash j.D failsCorner dash j.S blocked > fuzzy j.K > j.S > j.HS/j.D works.
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Use this thread to discuss the Venom matchup. If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice. Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage. This post will be updated to collect useful info over time. Round Start: His 2S reaches you and is 6f. You can beat it with 2P if timed perfectly. Neutral: ... Offense: Wake-up timing: 49f face-up, 54f face-down. Safejump Option-Selects: OS 5K and c.S(more reliable) hit backdash. j.S > fuzzy j.P/j.S works. Defense: Overheads: Punishes: Dust: CH 6P/f.S/2D (note he takes counter hits). Dead Angle Attack: dash 5K/c.S. Can be low profiled with GV. Combo Notes: ...
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Use this thread to discuss the Sol Badguy matchup. If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice. Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage. This post will be updated to collect useful info over time. Round Start: ... Neutral: ... Offense: Wake-up timing: 53f face-up, 49f face-down. Safejump Option-Selects: OS 4K, 4c.S hit backdash and safe to both VV and TR (must be deep). 6P hits backdash but not safe to VV. On regular safejump timing, you can bait reversal DP (RC) attempt with an air backdash, but it cannot be performed below about head level or it tags you. j.S > fuzzy j.P/j.S works. Defense: Overheads: 5D (24f startup, -13 on block) Punishes: Dust: dash 5K, c.S, f.S/2D on block depending on range. Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, punish whiff with c.S. Bandit Revolver (close range): throw on normal block, 5K on IB. CH 6P, VV, BS on reaction. Bandit Bringer: throw on IB or air IB. Air throw, HSVV, BS on reaction (note he can YRC up to the peak). Tyrant Rave: after flash up close; throw (this also beats TR > YRC). up close; block first hit > HSVV/TR, block first hit > DI > HSVV/TR, IB first hit > dash WT. far away; block first hit > DI > GV/TR, IB second hit > dash f.S. When Sol is cornered: block first hit > slight delay RS. Combo Notes: ...
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Use this thread to discuss the Slayer matchup. If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice. Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage. This post will be updated to collect useful info over time. Round Start: ... Neutral: ... Offense: Wake-up timing: 54f face-up, 48f face-down. Safejump Option-Selects: Testing... j.S > fuzzy j.P/j.S works. Defense: Overheads: 6K (20f startup, -2 on block), 5D (24f startup, -9 on block), Dandy S > H (14f startup, +1). Punishes: Dust: 5K/c.S/f.S/2D on block. Dead Angle Attack: dash 5K/c.S on block. Eternal Wings (236236HS): dash c.S upon landing. Note you have to FD it in air. Combo Notes: ...
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Use this thread to discuss the Sin Kiske matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:f.S will counter any of his longer range attacks, it's faster than his f.S/2S/236HS. Neutral:... Offense:Wake-up timings: 58f face-up, 49f face-down.Safejump Option-Selects: OS 2S, 5HS, 6HS hit backdash, but are not safe to DP. OS backdash dodges DP special cancel attempts (tight timing). OS TR hits both backdash and DP (tight timing).On regular safejump timing, you can bait reversal DP (RC)/special cancel attempt with an air backdash, from minimum height even. His DP has pitiful range.j.S > fuzzy j.P/j.S works. Defense:Overheads: 5D (29f startup, -3 on block), 214S (32f startup, -19 on block but special cancellable with food meter). Punishes:Dust: 5K on block at point blank.Dead Angle Attack: dash 5K/c.S on block. Can be profiled with 2D, can be dodged at point blank with c.S, punish whiff with c.S. 6P and 5HS will avoid it and hit his recovery.DP (623S): CH 6HS on whiff, or not cancelled on block. Combo Notes:WT, delay j.S > j.K > j.D |> Fafnir, BB, dash 6P > (delay) 5HS/2HS (JC) > j.D > Kudakero |> 6P > BR. Combo is burst safe through the Fafnir.
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Use this thread to discuss the Ramlethal Valentine matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time.Round Start:... Neutral:... Offense:Wake up timing: 25f face-up, 23f face-down.Safejump Option-Selects: OS 5K and c.S hit backdash, but neither is safe to reversal Explode.deep j.S/j.D (JC) > fuzzy j.P/j.S works. Defense/Punishes:Overheads: 6K (18f, hits crouch 20f, 0 on block), KPP/2KPP (18f, +3 on block), 5D (28f, -13 on block), 214K/j.214K (32f, +2 on block).Dust: f.S/2D on block.Dead Angle Attack: anything, it's -17 on block. Can be low profiled with 2D, punish whiff with c.S.Dauro (623P): IB 5K punishes just frame version.Command grab: neutral jump > land c.S/falling CH j.D, back jump > air dash j.P, backdash > CH 6HS.Explode (2363214K): (dash) c.S on block. Combo Notes:Normal hit 2D > no mash GV works from nearly max possible range. This essentially replaces BR as the go-to basic combo ender.
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Use this thread to discuss the Potemkin matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time.Round Start:His 2P is problematic. It reaches you at round start unless you back up or jump. 2P and SVV will beat it, but 2P loses to other pokes and SVV is very risky. You can take a step back outside it's range then f.S/5HS and it can hit him for mashing a second 2P, but won't be a whiff punish. Jumping forward is not the best idea since he recovers instantly and can 6P anti-air you. Safest option is either just IB or back off with walking, backdash, or back jump then start the neutral game. Neutral:... Offense:Wake up timing: 24f face-up, 22f face-down. Slightly faster than average.Safejump Option-Selects: OS dash 5K hits backdash and is safe to Overdrives.deep j.S/j.D (JC) > fuzzy j.S works.Corner OTG Oki: Walk deep into corner OTG 2K > GF (YRC) > air throw catches forward/back tech into combo, and with the same timing GF still connects if he doesn't tech.Backdash YRC > j.P/j.K hits his crouch.Minimum height air dash j.P and j.K hits his crouch. Defense/Punishes:Overheads: 5D (27f startup, +1 on block), Mega Fist Forward (24f startup, -4 on block), Mega Fist Backward (25f startup, +4 on block).Any YRC > Potemkin Buster/Heat Knuckle setup loses to VV or RS after the YRC flash. Useful if he is catching a normal with Hammer Fall (YRC) > Buster. RS won't punish a whiffed Buster but you can YRC it for a low risk escape.Note you can Blitz Shield his Heat Knuckle. Air Blitz Shield recovers aerial options so you can go for an air dash or landing punish depending on height. Air VV or Gold Burst also work.Dust: nothing on block, 5K on point blank IB.Dead Angle Attack: CH 6P/2HS/2D on block. Can be low profiled by 2D, punish whiff with c.S. Can be dodged with point blank c.S, punish whiff with CH 6P/2HS/2D.Hammer Fall (super armor lunge): (dash) 5K/c.S/2D from close block, f.S from far block. 2D or GV can low profile it.Forward Mega Fist (hop punch): 5K on block.Slide Head: f.S/2D on block up close, must IB dash f.S/2D from max range. On reaction from far away, IAD (delay) j.S, (dash) CH 5HS, BB, RS can punish, but you have to be quick. Neutral YRC right before it becomes active > Fafnir, or dashing f.S/2D/5K works. BR right before it becomes active dodges and puts you at advantage if he blocks it. 6HS the instant it would connect will dodge it and whiff punish within range. Dash stop animation cannot be hit by it.ICPM (dive): 5K/c.S on block.Potemkin Buster: neutral jump > falling j.S/D, back jump > rising j.D, backdash > dash c.S.Giganter (shield Overdrive): throw/WT after flash.Heavenly (air grab): air VV/Gold Burst after flash in air. Back hj.P/HS after flash up close on ground. Combo Notes:WT, delay j.S > j.K > j.D |> Fafnir, BB, dash 6P > (delay) 5HS/2HS (JC) > j.D > Kudakero |> 6P > BR. Combo is burst safe through the Fafnir.Fafnir, BB link is easy on him.
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Use this thread to discuss the Millia Rage matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time.Round Start:... Neutral:Dashing 2D is strong, you can low profile f.S with it for CH. She can outrange and whiff punish it with 2D. Her backdash is extremely quick recovery so she can also dodge it with that and leave you at disadvantage or punishable. Mix dash 2D with f.S/2S to counter her own 2D attempt. 2S is safer to whiff but won't reach as far. You can also just keep dashing in if you expect them to backdash at your max 2D range and start pressure or catch the backdash with 5K/f.S/Fafnir.Max range 2S will outrange and whiff punish her f.S. It will also counter her 2D at the same range.She can use 6K to combat your max range 2S and 2D, it will dodge them if done simultaneously. If you anticipate this, you can delay a 2D which hits her on the way down, or CH f.S/5HS/6P it. Offense:Wake up timing: 25f face-up, 23f face-down.Safejump Option-Selects: No reliable backdash punishes at midscreen.deep j.S/j.D (JC) > fuzzy j.S works.Minimum height air dash j.S > j.D results in j.D whiff on crouch hit.When spaced outside throw range in corner neutral jump oki, j.D will not hit her crouch. Defense/Punishes:Overheads: 6K (19f startup, +3 on block), 6HS(2) (jump/special cancellable), 5D (28f startup, -10 on block), Bad Moon, Winger (2nd hit).Dust (-10): dash f.S on IB (5HS will only combo here if you were extremely close).Dead Angle Attack: dash c.S on block. Can be low profiled by 2D, punish whiff with c.S.tk Bad Moon (j.236P): f.S air hit, dash c.S, dash 2HS (max damage but must be close). She is in crouching state for the recovery.Iron Savior: dash f.S on IB, max range so gatling to 5HS will not reach.Digitalis: CH 5HS stand hit on block, works from farther range on IB.Winger (2141236HS): c.S after blocking 2nd hit, note 2nd hit is overhead Combo Notes:WT > delay dash j.D is very strict.2K > 6P must hit closer than usual to combo on stand hit.When using Fafnir in dustloops, if you are deep in corner Fafnir whiffs.Optimal deep in corner route: starter > j.D > Kudakero > 2HS (JC) > j.D, falling j.D > Fafnir > ender (see posts below for examples, this is Millia only).Crouch hit CH 5HS > BB fails.
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Use this thread to discuss the May matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time.Round Start:... Neutral:2D can be done very late to low profile her j.2HS, it is best timed late such that it connects to force her to block. On double whiff, Sol is at disadvantage typically. Offense:Wake up timing: 25f face-up, 22f face-down.Safejump Option-Selects: No reliable backdash punishes at midscreen.All deep j.S/j.D (JC) fuzzy guards fail.Minimum height air dash j.S > j.D whiffs on crouch hit. Defense/Punishes:Overheads: 6K (20f, +1 on block), 5D (27f, -7 on block).Dust: f.S/2D on block.Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, punish whiff with c.S.Horizontal Dolphin: CH 6P/VV on reaction. dash f.S max range on IB (HS version).Vertical Dolphin: CH 2D/6P/VV on reaction. dash f.S max range on IB.Overhead Kiss: neutral jump > land c.S/falling CH j.D, back jump > air dash j.P, backdash > CH 6HS.Ultimate Whiner (63214HS): (dash) c.S on blockUltimate Spinning Whirlwind (63214S): CH 5K, CH 2D, VV, GV, TR after flash Combo Notes:When using Fafnir in dustloops, if you are deep in corner Fafnir whiffs.
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Use this thread to discuss the Leo Whitefang matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:... Neutral:... Offense:Wake-up timing: 56f face-up, 54f face-down.Safejump Option-Selects: OS 5K, c.S, and 6P hit backdash, but none are safe to HS DP or reversal Overdrive.All deep j.S/j.D > (JC) fuzzy guards fail. Defense:Overheads: Punishes:Dust:Dead Angle Attack:Leidenschaft Dirigent (632146HS): CH 2D interrupt before last hit, c.S upon landing. Combo Notes:...