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HolyOrderChipp

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Everything posted by HolyOrderChipp

  1. Wait, projectiles? Good in GG? Surely you jest. If you do not jest, then explain thyself and tell me why in all the rest, projectiles have no place.
  2. Jam's 6HS is unthrowable.
  3. Then I'll go try it out, and try to finally learn how to mash GV properly. Then I'll need a good Sidewinder loop to do afterwards.
  4. Does Grand Viper keep running momentum? If it does, I'll start using Dash, GV to get in on Dizzy from just outside ice spike range.
  5. Rashousen vs. Gold Burst? Rashousen vs. S Raeisageki? Taunt vs. IK mode?
  6. There IS meaty Rashousen after a Raiesageki S.
  7. I've got to try that. I should get my copy of XX back from a friend and use that 19F invulnerability to taunt through tons of stuff. It would be fun to play XX again just for that.
  8. What the hell does Kusoru mean? He's my favorite Sol player because he does such off-the-wall stuff and doesn't get killed for it.
  9. This teaches you a valuable lesson: remove the soundtracks from combo movies! If you do that, you'll be safe from the copyright lawyers.
  10. I came up with VV vs. WT a while ago, and I had no idea Daigo used it. :8/: I thought it was really scrubby myself. Wouldn't jump back block beat it every time? If he was going for VV, you block it and slaughter him. If he was going for WT, well, he can't throw you because you're in the air. The risk/reward seems subpar, but it could put fear into your opponent, which might make it worth it.
  11. How should I deal with that damn f.S? VV beats it, but not from max range, and if I guess wrong... I suppose I could use Grand Viper, but Buri may recover before that hits, and again, if I guess wrong... On another note, how should Buri play against Sol, and what moves should he be abusing?
  12. See, I think I can explain this one. You can Instant Block on wakeup. Slashback and Instant Block are fundamentally different, however. Try tapping back. Nothing happens, right? Now try back+S+H. You get that yellow Slashback ring, right? You see, instant blocking is just: If you tap back and block an attack within X frames of that, you get an Instant Block. Slashbacking, however, puts you in a Slashback state for two frames. Instant blocking modifies normal blocking, and only checks when you tapped back. You don't have to be in control of your character (Say on wakeup) to Instant Block. However, you cannot Slashback when you are not in control, as it is an active move, not just a state check when you block. Now how does this apply to reversal Slashbacking? I would think that the one frame buffer for reversals does not apply to Slashbacks, so rather than a two frame window as for most reversals, it would be one frame. This would seem to allow you to Slashback on wakeup. However, if there is even one frame of startup on the Slashback, or it's as simple as a few frames after getting up that you can't activate Slashback, then you couldn't. I'll bet it's the same number of frames as your wakeup throw invincibility.
  13. Finally! My dream of a matchup forum has been realized! And I have the first thread! So, how do you fight Baiken? Guard Cancels are tough to deal with at first, but there are some things you can do. According to, uh, Spirit Juice, I think it was, maybe Hatred Edge, canceling into 2D avoids all her Guard Cancels. Generally, when using moves where the number of frames between the first active frame and the time you've recovered are less than 12, you're safe from regular Guard Cancels. Whether a move is normally safe on block has no bearing on this. I don't care if your move is + One Billion on block, it could still be punished with Guard Cancels if it doesn't recover fewer than thirteen frames after it's blocked. This is because Baiken uses her Guard Cancels to cancel block stun, and therefore moves that have more block stun, even if they have the same frame advantage or disadvantage, are more unsafe. I didn't just pull 12 frames out of my ass, either. That's the startup on Youshijin, her fastest tensionless Guard Cancel. Now, of course, no Baiken will guard cancel on the first frame of blockstun, and you will rarely bait Guard Cancels with fast recovering moves, but here are the ones that can be used in such a manner against Youshijin, and therefore her others, except perhaps Ouren. 5P 2P 2K 2S Remember that you can use less safe moves against her slower Guard Cancels, and that they're all unsafe on block, so murder her when you bait one like this. Now on to how to adapt your block strings. You can cancel into 2D or a jump to bait Guard Cancels. The real way to hit Baiken, though, is by using first-hit mixups and plentiful tick throws. She loves to block, so throw her when you can, and take off a huge chunk of life when you do. One of your best tick throws, 2P, is also safe from Guard Cancels! As with everyone against Baiken, if you just use your same old tactics, you will get killed. You just have to be a little more patient than usual and adapt. You can punish her mistakes pretty severely, and while she can do big damage, she can't really do it without tension.
  14. I know 2S is +3 on block and van therefore be used for frame traps such as 2S, Fafnir. 2P is also +2, and used in frame traps and as a tick throw. My question is: Can 2S be used as an effective tick throw? It usually leaves me too far out for Wild Throw, so do I need a running 2S? I find that when my opponent crouches, my tick throws are worthless as Sol sticks his hand out over the opponent's head like an idiot, and I get killed. So I'm thinking, I need an overhead strike to be the other half of my tick throw game. I'd like to have as many mixup options as I can, and I'm amassing quite a few. Someone ought to prod Spirit Juice into editing his 101 guide to include basic combos and pressure, ideally as a tree with lots of options branching off. Edit: What should I do after a blocked Fafnir? My instinct is to back dash a couple times, but I feel I should be able to pressure afterwards, considering it's +7 on block. I just always seem too far away to do anything.
  15. No, it's just that I haven't seen this thread before. If Raou is Zappa's "Ultimate" ghost, and Slayer basically IS Raou, what does that say about this game's balance? I dare not ponder such things, because Slayer will come to my house and BBU me to oblivion.
  16. To deal with his counters, just hit him with a huge combo after he whiffs one. He'll learn soon enough. He should NEVER use the 214 ones, and the 623 one doesn't get lows, so as long as you're not really predictable, lows won't get countered. His 623 one is useful but risky, just remember that it comes out in one frame, so it can't be used as a reversal, but if you mistime your meaty, it might work. You just have to not be predictable and not leave gaps in pressure strings.
  17. So basically you're all saying Raou is Slayer.
  18. Er... but you can only have one gunflame out at once.
  19. I meant safe on block, but I guess that's an important concern, as whiffing Benten is asking for death.
  20. Ok, I have another question. I use 2D a lot, because it's a great move. When it hits, I obviously do BR. But what about when it's blocked? BR is -4 on block, so I can't really get away with much after it, and I'm pretty sure I can be thrown afterwards. However, 2D is -6, even worse. GF FRC has a pretty big gap, and I can't do the FRC. Another question, should I use 5K a lot? I really like the move, because it's really fast, and it cancels into 2D, and even 5D (Lol Dust mixup). I really prefer it over my other poking options, and, because I've got nothing else, I even do it meaty, and haven't gotten thrown for that yet. I just don't know what to do on Oki, I've got no fast overheads, and the only thing I've come up with other than meaty 5K is 2P into Wild Throw.
  21. Damn, this means I'll have to learn Rensen FRC. I just play too many characters, and I don't want to learn that, Benten FRC, Gunflame FRC, AND EXE Beast FRC. Not to mention HCL FRC as I-No. I guess that I'll have to stop playing some characters, and Axl will not be the first to go. When I get my copy of AC back from a friend I'll get cracking on those two FRCs. Benten FRC has always interested me a lot because it's (Kinda) a Shoryuken and if I spend 25% it's not only safe, I can pressure from it. It'll be a much less costly option than reversal 2363214H. It seems that, like many characters, Axl can reset pressure for 25%, which seems worth it to me. I'm just a little annoyed that he doesn't have longer blockstrings with multiple lows/overheads.
  22. So I have a nice pressure string: 5K/2K, c.S, 5H, and then cancel into one of the following: Rensen (On hit), 2D (Low), 6H (High), Rashou (Throw), S Raeisageki (Crossup). What can I do to make this string better? Are there any other gimmicky options I should use? I tend to play Axl in a "Bag 'o' Tricks" style, always trying to pull out lots of unexpected gimmicks. How should I maintain longer pressure than a single blockstring? It seems that I do meaty 5K/2K, do an option from the following, and then I'm done. I need longer pressure strings with more than just the one mixup at the end. Should I try JCing the c.S and doing Bomber for frame advantage/overhead? Do I need rensen FRC to maintain pressure?
  23. How do I deal with 2H, 6H? this combo is pretty annoying, because it's tough to mash out of and 6H is frame advantage on block. I can jump out before the 6H, but then how should I punish? Is it possible to stick a catch somewhere in there? I always mess it up and get hit with 6H after blocking 2H. Also, should I cut by blockstrings short for a mixup or frame trap, or should I drag them out?
  24. What the computer is actually doing is 5k (jc) air 236k, repeat. I'm pretty sure that you need an air hit 5k to start it, but I've never actually tried out the combo to confirm this.
  25. Lol BDC taunt... If you could do that, I would. As to the issue at hand, you have to set down a goal for your tier list. You can say that it's a tier list based off of what's humanly practical, rather than ideal, but then you have to define what's humanly practical. You can come up with a noob tier list where Potemkin is top because no one blocks well. You can say that Sol should VV everything, and therefore is the "Best" character. The character with the most throw range is the best. Etc. (A funny story: I learned the Latin root of etcetera today. Et means "and", cetera means "the rest". So, Slayer's "The Rest" should be called cetera.)
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