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hypersonic

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  1. Any vids of this 6S YRC setup?The only thing i could do is: j.6S YRC>2HS> airdash back>j.K,but it's an autoblock if they blocked correctly the 6S sword.They can be hit by the j.K if they tried to block low.I see IAD in the combo though.So you need to land first?And if you land why is it a backwards,since you have probably crossed them up?
  2. Far 5S against Bandit Revolver is more of a reaction than read i would say.You react during the airborne frames of the move.If you react late c.5S comes out and can punish with the same way as with far 5S.If you react even later c.5S comes out, you both get a counterhit,but Sol is in a juggle state and you have time to go for dash PK combination combo instead.If you delay your 5S even more,Sol gets a counterhit.If he counterhits you crouching he can link into any normal into full combo>knockdown.If he counterhits you standing he can't link into anything though.If you instant block the last hit of Bandit Revolver,you can punish with 4P>1K>2KK knockdown and go for a safejump from there.Same goes for Bandit Bringer. From what i've seen ,these moves aren't used that much in jp high level play during blockstrings.I think it's important in this matchup to pay attention to any patterns that the Sol player may use during blockstrings.Being able to react and punish stuff with normals,Blitz Shield,IADs,instant blocks is significant in this matchup or else you are stuck in stupid Sol rushdown pressure.
  3. A couple of safejumps against Sol https://www.youtube.com/watch?v=UUxfd5zPP4A Also Bandit Revolver durIng a blockstring is punishable before the hammer kick. At mid and far range with f.S(sword equipped) you can get a counterhit and punish with IAD jK>jS>J8D loop for massive damage and corner carry.Close 5S works too. At mid range and close range you can punish with 4P or 5P into PK>dash PK>dash PK>PPP,or PK>dash PK>c5S>J8D.Both lead into knockdown. You can also punish the hammer kick in the 2hit version(where Sol does the knee before the hammer kick) with 4P or 5P,but it's somewhat tighter.It gets a lot easier if you instant block the knee part though. Sometimes going for mixups or oki that aren't safe is not that bad imo,since the only thing that Sol can do after Volcanic Viper(especially if he doesn't have meter for RC)is the followup that gives him knockdown.Sol's oki is pretty basic and generally not that difficult to block.So the risk/reward situation favours Ramlethal here,since if they don't block your mixup,this can lead into big damage and then into oki.
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