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HlDEKI

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About HlDEKI

  • Birthday 08/08/1987

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    Madrid (SPAIN)
  1. It's really similar to the combo I was using: [corner] Throw (RC) > [7] > Fafnir > GF > 2HS, jc.D, j.D > Fafnir > dash c.S, 6P, 6HS, HSVV > TO [215 dmg] I find that 2HS is much more lenient than HS at the begining, and it's worth it to sacrifice 2 damage points for more consistent resutls. Also, the timing of the dash c.S is rather tight (if not done at the exact height and distance from the wall, the HSVV will only hit once and you'll get punished hard), so It might be wise to replace it for a dash K (1 hit) if you don't want to take any risks.
  2. Yeah. If you hit an enemy with an OTG 2K and they burst, even if you read the burst and jump to block it, you don't get a punish afterwards because the engine still thinks they're in OTG state.
  3. I was getting thrown out of j.S on a weekend session last Saturday, wondering what the hell was going on. Didn't know this was an issue in the first place. Hopefully it will indeed get patched.
  4. I haven't seen this discussed yet. On the last Sonic Boom, Dogura used 2D as an empty jump and confirmed it into Tyrant Rave à la 3rd Strike. Here's a basic setup: K (1 hit), c.S, 6P, HS, jc.D, j.D > Fafnir > dash 6P, HS, jc.D, Break > 6P, BR. (empty jump) 2D, TR > 2HS, jc.D, j.D > Fafnir > dash 6P, HS, jc.D, Break > HSVV>TO. This sequence damn near kills half the cast. The confirm is pretty doable too. Think of Chun's cr.MK xx SAII timing if you're familiar with 3S.
  5. You are aiming at Kudakero hitting with both hits, although the same combo works with just the first hit, What's the part that you're dropping?
  6. Really damaging corner specific combo against Millia: K (1hit), c.S, 6P > (delay) HS, sjc.D, Break > 2HS, jc.D, j.D > Fafnir > dash 6P, HS, HSVV > TO [233 dmg] Tested it on other light characters, but whiffs on May and I-No.
  7. There's indeed plenty of time to close the gap with a dash, thanks for the top.
  8. What 5D combo are you guys using in the corner against Faust? So far, this is the best I can get: D > backdash > 6HS, Bandit Bringer > Fafnir > 6P, HS, jc.D > Break > HSVV > TO [166 dmg] The problem is that the 6HS only connects after the backdash if you are point blank when hitting with 5D. Any thoughts?
  9. Yes, I have only tested it on the corner so far.
  10. I just tested it, and j.S, jc.S works as a fuzzy jump against Millia. both midscreen and on the corner. Also, j.HS, [K], 6P works as a safe jump option select. - Against reversals, Sol lands and is able to block. - If Millia times his backdash poorly, she gets hit by j.HS (2nd hit) into 6P. - If she backdashes, the K comes out catching her backdash. Cancelling it into 2HS gives you a full corner combo.
  11. In a nutshell: Fafnir: On CH, the roll time has been reduced Fafnir. Level decreased from 4 to 3, and frame advantage reduced from +4 to +2. Grand Viper: Additional hits are now easier to input (less mashing required?). Riot Stamp: Damage increased (10+30 to 30+50), but now prorates 75%. Kudakero: Now prorates 85%, it's easier to punish if the first hit is blocked, and can be done closer to the ground (someone who is fluent in japanese should confirm these 2, I'm not quite sure). Gunflame: Reduced frame window for YRC. j.D: ジャンプ D カウンターヒット時の受け身不能時間を増加しました [i don't know what to make of this one. It's j.D easier to CH now, or is it the opposite?]
  12. It's an interesting option, specially since you can mix it up with Fafnir (YRC) > WT to keep them guessing.
  13. I'm talking about Sol being against the corner. If I got them cornered, Sol has decent enough meterless oki/pressure options. I can't record gameplay at the moment, but I'll try to upload a clip from a friend's house.
  14. Although Sol's oki is not the most powerful in the game, he has enough options to open people up if you are creative, have good reads, and teach them to be scared of your command throw. You should learn safe jumps with j.S, specially against Ky. His DP is useless on wake up, so force them to block and try cutting your blockstrings short (j.S > 2P, 2K) to go for a dash command throw. Once they are afraid enough of this option, you start harassing them with frame traps using 6P, 2D, or c.S.
  15. When I'm back against the corner, this setup seems to work 100%, even though it shouldn't. blockstring (something like K, c.S, S, HS), Riot Stomp (YRC) > WT The momentum that you gain from the RS leaves you point blank, and most people are not gonna be able to react on time, specially if you throw it out once or twice per tournament. For those that do react on time, a 2D after you land will CH against most counter pokes, leading to good damage for a relatively small price.
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