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Orrax

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Everything posted by Orrax

  1. I'm curious about Sol's frame traps. I'm already using some, such as 2S->5S(f), 5P->5S©, 2P->2P/6P/2D, and I've even had some success with j.K->5K and 2K->2K (surprisingly enough), but it seems like I could be doing more. I would think that 2S->2D and j.S/j.H->2D might work as well, or maybe even 2P/5P->5H since it gatlings but doesn't combo. Are there any others I should know about, or any ones that I'm currently using that really aren't safe?
  2. As Spirit Juice already said, it's forward. And just as an FYI, I called it a "basic" dustloop because it's the one I see Sol players go for most often online, probably because most can't do the other one. I've heard someone (I think it was Teyah) refer to it as the "ghetto loop," which is probably more appropriate, heh. It is easier than the running one imho, so I go for it a fair amount, but, as reaVer already pointed out, it's really not optimal. Anyway, I have a couple of videos so you can actually see the loops: http://www.youtube.com/watch?v=rmE96cqIQ4E&feature=related http://www.youtube.com/watch?v=7__ZH5qjaP8 at 0:35. The first vid is someone doing three different dustloops in one, and the second "loop" he does is the one I called the "basic" one. However, he doesn't do the dash at the very end for some reason and gets pushed too far away for the VV knockdown. The second vid is an old vid of 012 fighting a Zappa player. At 0:35 he does a super jumped dustloop into the "basic" (ghetto) dustloop. EDIT: He's got more. =P Lots more, actually. The one I posted with 012 is from him.
  3. Thanks to Beowulf and DBC for the advice on fighting Slayer! Beowulf: You're certainly correct that I wasn't prepared to fight a BDC'ing Slayer. Or, even worse, a BDC'ing Bera. I will try to keep all your advice in mind, especially the stuff about using lows, projectiles on wakeup, and 1F jumps, as I didn't really realize before how crucial they are against Slayer. Oh, and I used to be able to FRC Tatami and GF much more consistently (still almost always messed up j.D FRC in matches), but playing AC a bunch has screwed me up. =P DBC: Part of my problem that I think you're noticing is that my reaction time isn't that great, and it really shows in the frame delay. Hence, multiple missed opportunities. Also, I have a lot of problems with TK yzn in #R. I can do it fairly consistently in AC, but in #R it almost always comes out as sj.S, so I don't usually use the 5P->2K/TK yzn mixup much. Instead, I've been trying to go for 5P->throw/6K or, if I'm farther out, just 5P->6H as a sort of frame trap, but those seem like pretty bad ideas against BDC'd moves. =/ Also, I can do the Tatami FRC->iad j.D fairly consistently in training mode, but I almost always drop it in matches because by the time I realize that I've had the opportunity to do it, I've missed the FRC. Oh, and about the anchor counter: it's not that I'm fast or anything, it's just that I'm anticipating hits and doing the motion before hand. I can't get the counter hits without that either, especially with frame delay. =( Thanks once again for the tips.
  4. By request, a bunch of matches where Bera's Slayer completely trashes me. Any advice would be appreciated.
  5. Man, I can't believe I forgot that!
  6. Hmm, so I originally started this post with the intent to write a little, and I went really overboard. But if a lot more people are just getting #R, maybe it will be useful? Anyway, ridiculously long post ahead. =/ By the way, If you're going to play online, you're probably better off downloading the Japanese version of #Reload for the PC and patching it so you can play on #R Net. Just sayin'. =P Basic stuff for Sol: -Be able to GF FRC consistently. That also means being able to GF FRC after moves like 2D, 6P, etc. -You generally want to stay close to your opponent, so use short strings while on the ground to keep from pushing your opponent out. -Be careful about getting predictable with Sol, especially his specials since a lot of them are easily punishable. For example, don't overuse VV, since your opponent is just going to start blocking and punish you for it. -This may be obvious, but since I have seen a fair number of newer Sol players do it, I would just like to reiterate that GV, BB, and Riot Stomp are not mixups, and they are all easily punishable (especially GV). The only exception to this is when you are backed way into a corner with your opponent close to you, then Riot Stomp is fast enough to be considered a "mix up," but I still hesitate to call it such. -Knockdowns are usually more important than a little extra damage. Decent pokes: 5K 2P 2K 2S 5H Anti-Air: 5K VV j.P 2H (timing's tougher on this one because of its slow startup) 6P (not the best anti-air, but not horrible either) air throw Air-to-Ground: j.H j.S (done late, and typically against smaller characters) Air-to-Air: j.K j.D Good moves for tick throws: 2P 2K j.S (done very late, or so that it whiffs entirely) Some basic combos that work in #R: 1. 5K, 2D (if the 2D connects, do either VV->kick or BR) 2. 2K, 2S 3. 2K, 5S, 2S 4. 5P, 2K, 2S 5. 2K, 2H, GV 6. 5S, 5H, GF Feint/GF/BB/Jump/Whatever (I usually use GF Feint) 7. j.S, JC, j.S, j.H, VV, kick (air combo) 8. j.K, j.D, JC, j.K, j.D (air combo) 9. j.K, j.D, JC, j.S, j.D, VV, kick (air combo in corner or while dashing) 10. 5D, hold up, j.D, j.D, stop holding up, j.S, j.K, j.S, j.D, JC, j.S, j.D, VV, kick (must reach the corner by the third j.D, I think) 11. 5D, hold up, j.D, j.D, stop holding up, j.S, j.K, j.S, j.K, j.S, JC, j.S, j.H, VV, kick 12. 2K, 6P, 5H, JC, air combo (must be in corner) 13. WT, air combo 14. WT, GF, jump, j.K, j.S, j.D, JC, j.K, j.D 15. WT, dash, dashing air combo (this one is tough to do. You need to wait just a moment so you won't jump over or under your opponent, and the jump needs to come out immediately after the dash) 16. BB, dash, 2H, air combo (you can leave out the 2H and go right into a dashing air combo, but it's harder) 17. WT, GF FRC, BB, dash, 2H, air combo (you can leave out the 2H and go right into a dashing air combo but it's harder) For 2-3, you can replace the starting 2K with 5K for some extra damage, but you don't get the low hit. For 2-4, if it connects you can replace the ending 2S with a 2D and do BR or VV for some extra damage. For 4, 5P can whiff on some characters, so you might want to consider 2P instead. For 14, leave out the j.S on light characters. For 17, the GF needs to be delayed slightly so it doesn't put your opponent too high, and the BB needs to come out right away, otherwise they can tech. This one will be pretty tough until you get GF FRC down. Dustloops (some basic setups first, just about all of which require your opponent to be in the corner, and then the loops): - WT, dash underneath, 2H, JC - BR, RC first hit, j.D, land, 2H, JC (you can leave out the 2H and go right to jump, j.D, but it's harder) - j.D (low to the ground), land, 2H, JC - 6P, 5H, JC - GF FRC, jump - GF, jump, j.K, basic dustloop (can't do the running one here) - CH 2D, GF (preferably FRC'd, but, again, you can connect with a j.K without), jump - BB, 2H, JC (you can leave out the 2H and go right to j.D, but it's harder) - WT (from a little less than a half-screen from the corner), dash, jump, running dustloop (can't do the basic one here) - WT (from half-screen or less), GF FRC, BB, dash, 2H, JC - (setup), [j.D, JC, wait, j.S, j.D, land, dash, jump,] corner air combo (basic dustloop) - (setup), j.D, j.D, [land, dash, jump, j.D, j.D,] corner air combo (running dustloop, also shown in the banner at the top of the site. =P Thanks for mentioning this, Abominable K! I completely forgot about it =/) The stuff in brackets can be repeated. For the basic dustloop, I usually just do one (which also doesn't require a dash) and don't repeat anything. For the running dustloop, I usually go for two or three reps. Also, being able to GF FRC consistently is more important than dustlooping. =P Oh, and the basic dustloop is a LOT easier, so I'd recommend focusing on that one first. One more thing: the "wait" for the basic dustloop is so that you end up falling with your opponent. You basically want the j.S to hit the top of their hitbox, and the j.D to hit the bottom. Also, make sure you do the JC right away after the first j.D, otherwise you definitely won't be "falling with" your opponent. Oh, and just an FYI, look for some Sol #R combo vids on youtube. Not everything on those is practical, but enough is to be worth your time. =) Hope this helps!
  7. Riot Stomp can work to quickly disrupt traps, but, imho, there are usually better options. Not that it can't be useful, just that it can still be risky even when used sparingly. Well, in my experience, anyway...which is mostly in #R, so maybe I'm wrong. =/ Also, unless I'm greatly mistaken, a blocked Riot Stomp can be hit by trees if Testament is standing just behind them.
  8. Er, yeah, I think the one you should be using is www.nurupodensetsu.com/ggn/delay4/ggnlobby.cgi. Pretty much everyone uses delay 4 unless you're in Japan, where they use delay 2, so that could be the problem.
  9. Not sure. Have you tried turning off v-sync?
  10. Nope. They're compatible.
  11. Then I guess I'm timing it wrong. =/ Looks like I'll have to work on it some more.
  12. j.S. Seriously. Throw it out late, just before you land, then do a quick dash and WT. IMHO, it works fairly well as okizemi, but I find it's considerably less useful against characters with dragon punches. =/
  13. I actually have something similar with mine where if I play full screen it can take literally five minutes to load. It stays on the black screen for a while, but it doesn't actually freeze like yours does. Works fine in window mode, though. =/
  14. Is this with the new patch, and if so, have you tried an older one?
  15. On block, probably Gunflame feint. Or jump cancel and back dash, maybe. Safer, but can't pressure. =/ And for f.S, you could do 5H, but if you're closer, 2S or maybe even 2D might be better. Depends on the situation, I guess. Usually when I'm farther I'll do 5H and the GF feint. Or just skip the 5H and do GF FRC...or nothing. =/ EDIT: When hitting with 5H at its max range, GF feint is usually the best, I think, since you can't really continue pressure very well from that range. Well, from my experience, anyway.
  16. Personally, I've found j.H to be most useful when my opponent is just a little too high for me to CLSW off a j.S, so I leave out the j.S and just do j.H instead. I also use it off a WT on some lighter characters, but that's more just to make the combo easier for me since I have a bad tendency of dropping the more damaging WT combos. =/ I dunno about "digging" yourself closer with j.H, though. I think it would probably put you too low in most cases, as that's what usually happens to me if I let j.H go for more than one hit. Plus, if you're already too low from a j.S, and can't double jump, I don't see it bringing you higher, or your opponent lower. I'm far from good with sidewinder, though, so I could easily be wrong about that.
  17. Looks like 1.15-3 on the site. IIRC, though, you'll need to download 1.15 and then replace the .dll with the one from 1.15-3, because that's basically all 1.15-3 has in it.
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