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reaVer

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Everything posted by reaVer

  1. Special spamming OS? If Axl has a low profile low hitter: use it. Ri can be countered by 5K ,5S,2H if timed right. GB is countered by any low move, SV is evaded by lowprofile. Your only problem then would be fafnir and BRP, now you have no reason to let OS reach lvl3, so BRP has -4 on SD, this should allow you to either take action against OS or backdash out of his reach. Fafnirs are reasonably annoying especially because they reach rather far, if you suspect one of those, you might as well do a backward jump, usually fafnirs aren't use in close range meaning that with a backward jump you'd keep the advantage.
  2. I still remember Cuongster doing the GF FRC grab where he grabbed before the GF would hit, that was really scary:P Good matches, though Champion: you need to be careful about that autopilot though. EDIT: LOL at that plantkill!
  3. Or perhaps, because Potemkins do stand somewhat of a chance against Eddies in Japanese matchvids.
  4. Well, if we actually saw a matchup chart that is current, all doubts would be taken away. So far I wouldn't bet on 6.5-3.5 being the worst matchup in the game.
  5. lol:P throw vs normal mixups, not damage.
  6. Like I said, what destroys Millia vs Baiken as with any mixup character vs Baiken is that Baiken cannot be stringed, overheads cannot be used to full effect, so the high-low game there is already gone. Now, a lot of characters aren't really hurt by this as their main source of damage is from damage and heavy hitting normals(OS is a mixture of both mixup and attack vs throw kinda, so he's affected but not as much as any standard mixup character). But Millia has to do a lot of guessing work since she also lacks confirms and a way to deal with the impending counters. That's the idea I have of both characters. And of course, Millia can guess right lots of the time, but Baiken tips 200 dmg with no effort and that's justa normal character like Sol.
  7. 4 fafnirs in a combo do more damage, though I've seen more delusional players...
  8. It's just too bad that the mixup against Baiken is attack vs throw, which is not what Millia is good at. At least your able to guess right 50% of the time for sure! To bad in that other 50% Millia dies to one good Baiken combo.
  9. Consider getting in on testament an obstacle course with a lot of obstacles, then you got the idea about right.
  10. SJ over the DA or GB under it, otherwise just FD it. Ky's SE is sweepable and 6Pable. Dizzy, too little experience against her, you can 6P her projectiles as far as I know though. Testament, welcome to hell.
  11. You see that 6H bandit revolver? I did that towards the Ky player(so I switched accordingly), yet the character danced right into the corner, missing my combo and missing my momentum. It just flew out of the window just like that. There's also a part in it where my VV loses to his VT, this has happened multiple times actually. As for dustloop, just stand in the corner with either anji or venom, run towards 6P5H j.D->j.D |> j.D->j.D and when you got that down you start learning to run after the first 2, so you do something like 6P5H9D->D,669D->D,669D->D,669D->D,669K-D,dj.S-D,HVVK.
  12. True bullshit:
  13. So you use some originality and creativity so they can't predict whether you're gonna FD or IG the next attack.
  14. combo->combination, so the mix between those to, where FD is used to increase knockback and IG is used to decrease blockstun at the right times.
  15. Seems, I made an error there now I look at it:P What I mean is that it's not exactly a common sight to see someone's guard gauge get raped and then he was dumb enough to get hit. Yes, it does happen, even amongst the mighty Japanese, but it's a rare sight(4 matchvids so far out of how many japanese matchvids in existance? And how many rounds?). So generally/statistically seen the effects of guard gauge are neglect able. Now this is (supposed to be) a tier discussion thread, here you expect common case scenario and raised guard effects are far from common, you don't see those effects pop up every round and the Japanese(and I don't care for any other group when discussing tiers) players usually guard in such a way their gauge doesn't get build(IG/FD combo). Though it can happen they lack the tension to do so as happened with P.C vs MDR(hence I said the gold burst was cheap) and that Johnny vs A.B.A.
  16. Honnou: I'm not even bothering to watch that vid, yeah you need to block things and as a person who stresses defense I know very well what risks and safeties are bound to it. What you don't seem to comprehend is that you're applying your own 'sometimes' to always. When talking about tiers, 'sometimes' won't cut it. It's same as with OS being top tier with lvl3, to bad that happens 'sometimes', or perhaps saiten's clean hit storage that could happen 'sometimes', on which members of the board already decided that that specific case does not apply to Sol's max damage. Koogy: run up -> throw, doesn't uphold against the gap-less FD compensation constraint.
  17. You seem to misunderstand something, most commonly dutch GG players can't guard at all and die horribly. And yeah you can compensate for FD, but you will leave a gap, if they don't escape it's their own fault. There was instructed here on DL how to properly guard midscreen 5H pressure strings from Jam iirc. You should look into that.
  18. Stop telling fairy tales, you're not gonna guess right all of the time as an Axl player and good OS's know how to capitalize on that. Blade: put the idea of using strings out of your head, when they FD you'll be standing somewhere far away from them when you're done. Once you get close to them you want your sweeps, overheads and throws do the work, use 5K to stuff any actions of stupidity, 5S for blockstun and from there gatling into sweep or 2H, or gatling into sweep from 5K. Using those ticks is annoying by itself, then have creativity expand on that and you should be fine. Being right next to your opponent also enables your crossup from GB. If you see a chance you could use a combo starter and combo them.
  19. Jam always does that, guard bar plays no role in that. Edit: there's also a vid where kaqn 100%s a Sol player with Jam.
  20. lol, and of course you can pick the one example where it actually did work:P But that's 1. Chipp and 2. A cheap burst. Though normally players don't spend much time in guard lock, that chipp didn't faultless defend nor impact guard any of the attacks which isn't the smartest thing to do against Sol.
  21. Guard meter raising doesn't affect matchplay, that's what I just said.
  22. You won't be building guard against decent players anyways, so that doesn't matter and shouldn't be included in damage equations. POScrub: if someone flinches with some defensive movement you should fafnir them, goes into SW loop and adds a clean hit if you timed it right on the jump/backdash. 6P also works midscreen, but Sol has to be close or it has to be CH. Converting damage isn't the biggest problem, any Sol player will have to deal with the problem that his attacks are easy to defend against. Most of his overheads are easy to guard, his setups are usually from standing and lows, and worst of all, he works on a one shot basis, he has to cancel into something to cover his ass which most other characters don't have to do. There's also no such thing as tossing out WT, if your opponent doesn't want to get thrown that's his problem. Nothing really prevents you from putting down a GF FRC to move next to them. If there is something to tick you out of GF in that range and it comes from behind, forget the GF and run in, if you know your opponent is gonna try and poke you asap you could try stuffing with 5H IAD.S-D CLSW. If the opponent spams 2P or something alike you can setup a frametrap and 6P them or VV (RC) them, if the opponent does some high move you get a free GV. And if the opponent doesn't do all of that it's your job to keep them into the first corner they go waiting for them to guard. Thing with Sol is, if you count out the WT, you count out 90% of his game, as the opponent then just has to block win.
  23. from a GB you're better off H(ji)sj.S-H-D,dj.P-H,SV :P
  24. you're out of luck. practice ji, OS's arent that hard.
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