unsmart
Members-
Posts
28 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by unsmart
-
I'll assume you mean clean hit combos, because AFAIK those are the most useful. The only way to learn how Sidewinder combos is to mess around in training mode with every character. The loop itself is usually the same, or with minor variations (like j.H might be easier than j.S or 5H is easier than 2H). But the trick lies in the slight differences in timing due to character weight and their clean hit box. Also the combos (combo segments would be more apt) are location specific - not simple like midstage/corner, but more like deep corner, half a screen from corner, middle facing corner, the rest of stage, and full stage. So while it's helpful to know canned combos, it's more helpful to understand what sequence to start with depending on the situation and go from there, performing the appropriate combo segment at the appropriate time. That way if you make a slight error in timing, you'll know how to adjust on the fly rather than try to make some preconceived combo work. It's kind of like Iron Man's infinite in MvC2: you have to know each launch setup to get the height right for the infinite, how to fix the height by adding a kick when you mess up slightly, and how to combo proton cannon before the game unjuggles. Basic stuff you should notice is j.S-SW will clean hit if Sol is slightly above their clean hit box since j.S sucks them towards him, j.H-SW will clean hit if Sol is the same level, and j.D-SW does the best damage, but will only clean hit when Sol is really deep because of blowback so you mostly do this in the corner or while dashing or both. So you do j.S when they're lower, j.H when they're higher, and j.D when you can. Another thing is clean hit untechable time starts out large, but diminishes slightly with each clean hit, very noticeably after the 4th, since this is the point where you need precise height, timing, and proximity to still get that knockdown (usually provided by the corner). This brings up the final component - the wall. Its location determines what you'll want to do. Usually, the screen centers on your character. However, the corner wall location or the screen motion can change that, altering typical trajectories. Example: We all know the basic easy loop, not max damage or anything, but what works on almost everyone is WT > j.S-SW, 2H-j.S-SW, nj.S-SW, BR. This works midstage, but what about when throwing the opponent out of the corner? If you do normal j.S-SW, the wall is too far away and they tech shortly after the bounce before you can relaunch. So you need something with momentum like dash j.D-SW or dash 2H JC j.D-SW to take you to the middle of the screen (not to be confused with midstage) so the wall bounce occurs sooner and you can relaunch. Likewise, you'll want to do a different combo going into the corner. Once you really become familiar with these situations, you'll recognize when your early 2H launched them a little too high for j.S but not j.H or when you random AA with extended 5K that you should j.P-SW instead of whiffing 2H trying to do the normal setup or when you're within one screen from the corner to go for 4 or 5 j.S-SW instead of the usual j.D or 2H stuff. tl;dr - 95% of all SW loop combos are launched via AA, throw, 2D-BR RC, VV RC, GV, or GF FRC. Dash where applicable, 2H where applicable, and j.S, j.H, or j.D-SW. Relaunch if needed, then j.S-SW x n depending on screen position, BR. The other 5% is stuff like 2H JC nj.SW or TK SW against Baiken or Bridget or other unique character specific stuff, jump SW loops, combos with iad. segments, cancels, or strange combo video stuff. This 5% is what interests me more since the other stuff is formulaic. Not to diminish Veteru's efforts, since a compilation like that on the first page helps a lot of new players, but maybe that's why there were hardly any written combos in the old thread - once you know the principle behind Sidewinder, writing j.S-SW over and over becomes unnecessary. So yeah, this post was probably way more boring than a combo vid but hopefully it clears some things up.
-
His play style is based entirely around shenanigans. That's awesome. But it's a good thing he was fighting a Venom. If it was Slayer, Eddie, or Jam, any type of punishment would have instantly put him away.
-
If you do iad j.S that is blocked, I would j.H. Worst case you get thrown after they IB the second hit. I guess you could air BR to get the hell out (assuming you're not in the corner) if your j.S was really early and it's obvious you'll be thrown. On hit, j.H also goes into (optional 5K- or 5S-)2H-GV > SW loop. If you hit confirm the j.S, you could chain to j.D, land Fafnir > SW loop. But yeah, Sol's air dash for pressure isn't advisable outside of wakeup. If it was lower like Jam's or shorter like Slayer's, it would be fearsome.
-
If it's a connected 5H from range, Bandit Bringer isn't a bad option, but it depends who you're fighting. I think that's a safer approach than iad. j.S, anyway. FRC it for bait or to go low. JI and RC for an airdash mixup.
-
Aw, but wasn't playing 20 questions with Final Showdown in the other thread kind of fun in a masochistic sense? But seriously, I wouldn't call the other thread worthless. On topic: Jam 2D-GV (midstage) sj.H-SW, sj.S-H-623S, 214K 2D-GV (corner) sj.D-SW, dash j.S-(JC)-D-623S, 214K Bridget 2D-GV (midstage) sj.S-SW, sj.S-H-623S, 214K 2D-GV (corner) sj.D-SW, dash j.S-(JC)-S-623S, 214K These do around 175-200 damage depending what chained into 2D. I've gotten another clean hit and a knockdown before, but it's really inconsistent. One thing I think worth looking into is RC'ed SW combos, when it works and when it's worth it. That's all for now.
-
Only when you do specials/overdrives. Backdashes, throws, and normals with reversal timing won't be explicit. You'll just have to practice doing them against meaty attacks to know when you're successful.
-
I use j.HS-SW off of random anti-air or after GF FRC launch because it works better at that height. Also, after a corner wall bounce if you have to chase after them more than usual, do c.S-2H JC j.HS-SW. You should also use jump up HS after 2HS if you don't know which direction Sol will face after he recovers from the previous SW. Most importantly, j.HS(2)-SW after WT is burst safe if you immediately special cancel after the 2nd hit (of course holding back up until that point).
-
OsakaB Faust: (P = Playstation/Psyduck/Pogo Tier) Average Damage: :8/: Max Damage: :8/: Pokes: in the ass.Pressure/Lockdown: makes Eddie lose his mind.Mixup: Okizeme: Against ground P: force break drop > flower is unblockable (by Eddies)Anti air: more like anti-rational universeBreaking out of pressure P: fuck your drillsDefense P: impregnableIn general: Overall rank P: OsakaB on a pogo is strong like Ralph Macchio in crane stance.Good matchups: Bad matchups: When your teammate dragon installs for no reason then gets up.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Without even clicking the link, I'm going to guess it's the GGXX #R acho vid, PC's Sol vs. some Chipp where he does 100% dust loop after guard build + CH 2D. Edit: Yep. I'd forgotten it was MDR's Chipp. He didn't have tension :8/: . You could see his FD flicker in and out and the little bit he managed to gain at the end was from IB on the last hit before CH.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Then http://www.dustloop.com/data/ac/sol.html has a typo and that explains a lot. Lol at feint doing 60 damage, too.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
Fafnir > Tyrant Rave does damn good chip damage. I think spending 50% to use it like a rushing Captain Corridor AA that can cross-up is a better idea than 25% as a dumb ground poke that gets beat by everything. I have yet to see its strike invincibility actually work. On topic, yeah, all that reasoning is suspect while worded that way.
- 1,795 replies
-
- crazy larry
- dirty mary
-
(and 1 more)
Tagged with:
-
I can't find this info through searches, so does anyone know the exact frame data for blue/yellow bursts in Accent Core? I know that in XX the blue burst came out in 23 frames, and the yellow was 19 frames, but apparently they've sped it up? I never noticed, but I recall reading it several times somewhere.
-
Besides just being able to FRC the Gunflame on its own, you have to be able to FRC it while buffering it from normals. The cancel frames in regards to the move startup are the same, but if you look to cancel based on visual/audio cues it might throw off your timing. Canceling it consistently after 6P/2H/2D is critical for pressure and damage (in the case of a CH). Edit: Also, you're all wrong. It's FAAA~BU~LOUUUUUSS!!!! romantic cancel.
-
GF FRC iad. CLSW into jump CLSW reps is neat too. Just careful about accidental iad. Viper when you do 96,236HS
-
This'll get you 4 in a row if you start from the stage edge on a light like Millia: WT > iad j.S-CLSW, [land, jf.CLSW]x3 > stuff (ju.S-CLSW, dash jf.S JC dj.S-CLSW does 252 on Millia) Of course it's off a WT but on some characters after a wall bounce, iad j.S-CLSW could lead to that. edit: read the thing about the lights, yeah I dunno about more than two on normies
-
The funny thing about Sol is it's very easy to go autopilot with him. Poke > GF FRC > run in 1-2 tick throw/delay CH > jump blah blah random viper. Yet he is the character that absolutely CANNOT afford this. He doesn't have a gimmick beyond massive abare, so when you play Sol, more than any other character, you don't really play AS him so much as you play AGAINST your opponent (if that makes any sense). Sure, every match is against your opponent, but I want to distinguish, let's say, how a good Eddie plans a fight versus how a good Sol must fight. Arc designed Sol straightforward, but complexity doesn't necessarily mean strength. He's got the tools he needs, you just have to get in your opponent's head. tl;dr do lots of psychic uppercuts or play Eddie because his autopilot is autowin
-
Not that I think he's better than Juicy G, but does ID from Team R.U.N still play?
-
No, I bet he did find something. In #R, Sol had an unblockable running TK VV which only worked if the opponent FD-ed (I think) when you performed it as a crossup okizeme. I forget if Team Serious discovered it or Miu, but anyway there's always weird shit like that and he doesn't really have anything to gain by lying since his rep is pretty much established. He just acts like that. Also, anyone could just counter-throw if you performed a GF in the range required for that "insta"-grab, which is why you don't see it too often. Still, it's good to know because Sol's grab game needs anything it can get.
-
am i doin it rite?
-
One thing I've been wondering about is why don't I see players bringing out the potential from Sol's untechable air throw? Most people don't attempt more than three or four clean hits (unless it kills) because they want that BR knockdown. But a lot of clean hit loops can be set up to leave the opponent teching at the earliest right over Sol's head or something, so why not just reach up and grab for 60 damage and knockdown instead of like 5 damage with the BR? It might be an obvious setup, but so was Johnny's corner air grab game. Are they gonna just not tech and let you tack on black beat clean hits? Someone shoot my theory fighter down.
-
Stupid question for FS, but when you say insta-kill combos, do you mean in the Japanese PS2 version with its double clean hits? Or are they 100% damage in all versions? Just trying to clear up any confusion...
-
If your opponent taunted after the SLASH, you get 50% tension next round. Also, on the subject of dash/brake throws, some character's natural stopping animation is a hop that avoids lows and throws. There was a Baiken #R combo movie that showed some situations where that would be preferable to FD brake.