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Everything posted by faultydefense
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[Accent Core] Sol Badguy General Discussion
faultydefense replied to Hatred Edge's topic in Sol Badguy
there are ways to up that number depending on the situation, if you can throw in an airdash j.S SW > empty jump SW then you can start getting like 4-5 sidewinders per combo and still get knockdown, other things to aim for are 2H > SW, or running j.D > SW, gunflame FRC > SW, its not that they necessarily up your damage by a lot per SW, but they allow for longer follow up combos /flex -
[Accent Core] Sol Badguy General Discussion
faultydefense replied to Hatred Edge's topic in Sol Badguy
you can hit a lot of chars with a behind the back clean hit -
[Accent Core] Sol Badguy General Discussion
faultydefense replied to Hatred Edge's topic in Sol Badguy
i'd like to say, aim for the chin on most characters, youll get random stuff to clean hit though if you hit deep enough, i've also found out that the window to clean hit gets smaller the longer the combo goes on, or at least after the first one, because the initial clean iht is always the easiest, and sometimes it just seems like they might just give me that first clean hit cuz it doesnt look like it hit the just right area -
dammit kobe, are you really a dick? Iono if I wanna room with you anymore... WHATS THE ROOM SITUATION MAN!!!! sudai your my hero, we may have casuals going sometime in a hotel room this weekend, if you want in you can pm me and i'll give you a cell # or somethin man, i don't really have any other of the fighting games that you play, well i'm not bringing a wii to the hotel room so no smash, stone may have it if i end up rooming with them. maybe SF3rd strike or SF4. ps, holy crap i'm finally breaking down and buying an arcade stick
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you sound like you got nothing but coal for christmas :8/:
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way to ignore me old man
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@ kobe/stone yo, when you gonna show up in houston, I know I live in houston and all, but would save me a drive each day if I could pitch in some money and crash in your room? ps, I've actually been practicing stick so there's not a repeat of last year :D, I'm now guaranteed to OCV everybody...bet on it...just dont bet too much @ sudai, yo, hope to see ya at matsuri, I head out to shreveport to travel with doomscyther every now and then to get a handle on the LA group. Who you play? And besides GG, what games do you play?
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[Accent Core] Sol Badguy General Discussion
faultydefense replied to Hatred Edge's topic in Sol Badguy
well i'll be damned... but anyways, as for the necro, I'm looking for good sol gimmicks, (oxymoron?) I don't care if its reliable/tension inefficient, whatever, I'm just lookin for some tricks that could work even once for example running deep 5K blocked, gunflame frc > wild throw knockdown, BR FRC crossup > attack ... what are some of your favs? I'm just trying to make for a flashier playstyle. -
they're BnB's because they're generally the best combos to do, you won't find better... a combo vid is made up of flash and little to nothing else, all we care about is if it looks cool, i could give a damn if my 80 hit combo only does 20 damage, i bet it looks amazing and thats what matters
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I thought the cool part about that combo is that it carried them from 2/3rds of the stage away to the corner, not to mention you have to pick up the speed of the loop as the combo goes on to keep them high enough. It nets a fair amount of hits too, for show I'd end it with an otg 3 hit rensen, and it puts the hit count over 30.
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the goal should be to avoid it entirely, if you're decent, she'll try to counterhit you with pin, if you're good, she'll get you to block it so she can do a real mix-up
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Sol V Millia Sol's Openers 5H - on counter hit nets you airdash into SW loop if she's not ducking, unfortunately the only time this will happen is if she tried to do H disk, maybe hair car, or 6H...sol's 5H won't pay off very much here 5S - Will trade with millia's pokes and generally recovers fast enough to not be punished...BUT, both 5H and 5S will lose to a millia that rolls at the start If a Millia runs in on you you can 5K or 2S, but in this match-up I'm not very happy with this range and I'll generally either jump forward or backwards to get in a better position, at least I feel thats the best choice. At a neutral stance, close range your competing with nothing but kicks and punches in my opinion, both characters have quick pokes into their BnB's and its really fairly even, I'd say sol can take it here because his 5K is so good and he has VV to fall back on. Anything beyond closest range though is Millia's. Her mid/long range pokes will beat yours unless yours come out first, her 5K, 6P, 2P, 5S (f), 5H, 2D are all better than yours at this range. Your 2D will beat hers, but you won't catch that very often unless she starts getting really habitual. Either approach behind a fog of tension (scare tactics with VV RC, or a gunflame FRC) or go from above or below. If Millia is in the air, there are only 2 safe places, above her in the air, or directly below her on the ground. If there's any angles involved her j.H can beat you in the air and her j.K/pin can beat you grounded. I like going air to air with millia not because I think its advantageous for sol, i just don't want to get pinned into blocking a mix-up. That's my whole goal. Once her pin is gone you can actually compete midrange in the air. j.K/j.D are the go-to moves for range, your j.S will lose to all her pokes, but if the range is long enough you may score a nice juicy j.D CH. if you get close on her, j.H j.H j.H, abuse it as much as you can without getting thrown on landing. I see j.P as nothing more than a way to cover your ass and hope it clashes to put you in a better position. 5K serves as a better anti air, still loses to pin, but so does j.P, and both will put you into combo. If she's on the ground, you're at a disadvantage, minus 5K, she's got faster~longer pokes. You can use 5S here to good effect, but if she guesses you will she can punish by airdashing/rolling past it. Her backdash is the bane of my existence, its fast enough to punish almost any move you use. If you ever can get her to block a gunflame, go nuts, but good luck trying to pin her down. Its easy to get frustrated if you get knocked back a few times, and it becomes really easy to get randomed out by a 6H or 2D that reaches a lot further than you were expecting, especially if you're just expecting her to jump around and away. Just because she's a fairy, doesn't mean she can't go head to head. Millia's anti-airs > Sol Millia's 5P at max range beats any...ANY...any...ANY aerial move sol has, will clash with VV, and beat out anything else. her 6P beat's j.S, j.K, BR, BB, RS, and will beat j.H at range and clash when close, beat j.P when close and clash at range. Millia's 2H beats my aerial of choice, j.H...this hurts pretty bad, if you're above millia she gets this for free if the move makes it to its active frames, which isn't hard to do. This will hit you even if you get behind her, there's no aiming involved. Millia's Roll > self explanotory really, will go through your air/high attacks, I don't know how widely this is used, but it can really screw up your oki, or just random moments where you feel like you might have actually forced her to block something, if you catch it fast enough, be ready to throw/throw break Millia in the air, if you're not in the line of pin, anti air with 5K, easy as that, if you're in the way of pin, you're gonna lose, not only to pin, but her j.S and j.K can do the job sometimes to. Oki - if she gets backdash happy, opt out of wildthrow, start chasing her down with 5K. Some jump in oki will be stifled by a rolling millia, again, if you catch it fast enough, you're not put at a disadvantage here, be ready to throw/throw break. She can't do much once she's actually in blockstun so go nuts if you can. Wake-up - You and the millia are gonna have some head games for the rsst of your life. It's damn hard to be certain if you can wake up VV against Millia, hell, sometimes it doesn't look like even the millia knows she'll be able to block. But the safest option here is to just watch her feet. When her feet leave the ground, block high, Her mix-up is good, but the more I play it, the better I can see it. Bad moon and 6K are not INSTANT and can be blocked on reaction most of the time if you're paying attention. Its more her tick throw setups and hair car > FRC > j.K that scares me. There's not much you can do about those options except be on your A game Now I go on and on about how she's got the edge, and its true, she runs faster, pokes better, zones, spaces, dodges better than sol...but she can't turn a 5K anti air into 60% quite the same way...No matter how long the match goes on, you'll have your chance. I'll be the first to admit I don't play as careful as you should, in this match-up, its almost too frustrating to try, but I don't think its necessarily wrong to take chances, its not about being careful, its about being patient. Make sure its the right time to do what you're gonna do, Millia isn't eddie/testament, she's not covering 90% of the screen at all times, she just feels that way. YOUR GAMEPLAN: hop around...srsly get her to use her pin, get in 5k range, get her to block something, whatever it takes. Don't stand still or you'll just wind up in block stun > mixup, don't rush her down until you've succeeded in getting one of the previously mentioned occurances to happen. HER GAMEPLAN: hop around...she's gonna try to get you to block anything which is a lot easier than the other way around (fantasizes about sol with hair pin) because of the pin and the speed of her jumps. Don't get frustrated if you eat a few mix-ups and don't get greedy with VV's, the damage off being punished isn't too bad, but its not negligible. The match is won by the person that that thinks the most moves ahead. Whenever you attack ask yourself "if this whiffs, am I gonna be screwed" because theres some stuff that she can wiggle out of that I didn't know was possible...or it can be won by a sol who gets a lucky random counter hit
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can now verify on eddie: 5K > 5S > 2D > rensen FRC > j.D > rensen FRC > j.D > rensen FRC > j.D > rensen FRC > j.D > bomber> rensen ~ 2 IAD in between the FRC and the j.D, buffer in the charge while hittin the j.D low, can do from 2/3rds of the screen away from corner all the way to corner also, iono if this has been done before 2K > 2D > rensen FRC > IAD bomber > rensen FRC > 63214S > rensen FRC > j.63214S > FRC > j.66 > j.D > bomber > rensen ~ 2
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BUMP / cefrancis, where you at homie!
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yesterday, leaving The Gap ps, its still gold, theres no such thing as a fucking cajun burst
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WE HAVE PROOF!!! ;D
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no he just speaks for himself
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i'm poorer put i dont make excuses
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I main sol, but on a given night i can jump around through half the cast Steve (Kurum) mains millia but he's trying to pick up baiken Valentine plays zappa Every now and then we got another friend who shows and plays axl, and I've had 4 guys come over from pz, 2 slayers a chipp and a ky @mc clusky- gracias
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if you EVER wanna get games in, just post up or send me a pm, I'm down for games any day of the week once I'm out of work. You mentioned your car just broke down...so did mine, so sadly I wouldn't be able to give you a lift. And I live right by PZ so its almost the same drive , but if you ever can make it, you could save money and play at our place for free. Valentine I'm sure would get some games in too, and our other roommate steve might come out of his hole for some gear too and we can have a whole party goin I try to get some of the PZ people over every now and then, and I'll post up in here too if you decide to keep checkin this thread.
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like two months now I think, whats up homie
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hey kobe, can i room with you for FR?
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this just in ima be out o town
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thats easy throw > 5P > 2S > sj.h > sj.D > FB > FB > FB > bomber