reaVer
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Everything posted by reaVer
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FD puts you in more stun, but also knocks back your opponent further, it depends on what you want really. Sometimes(or often) the extra stun is handy as it guards you from throws. FD actually has 1 or 2 start up frames, this is why anyone running or in air is an immediate victim to OS's level 2 Savage Fang, FD is simply impossible at that moment unless activated earlier.
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If you look closely at Sol, you'll him wiggling his sword for a few frames during his GF animation, that's the FRC point.
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PS3 has Linux doesn't it? Perhaps try mencoder found at http://www.mplayerhq.hu Dunno if there's a PS3 version though. There actually are combo videos with rap on them, though I dunno their names nor know what they look like, because I click en away and delete them after hearing only 10 seconds. As for "metal is getting old"... METAL NEVER GETS OLD!!! UP THE IRONS!!!
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human eyes can read up to 300-500fps iirc, processing is based on the person. And most likely it cannot be processed manual, hence instincts are pretty good at times because that's your remote chance on dodging bullets. Anyways... rtl42: waiting for your opponent to do a move you guard and risking to get thrown is always a more plausible option then eating a CH, or eating random attacks in your backdash or jump. It's not rare you actually have to guard, and it's even common that in those cases you're already aware of the timing that the first attack will strike you. Anyways, slashbacking anything that's chainable or has a fast recovery is pointless, because you'll find that you can only interrupt with a dragonpunch in between that move and the next. However, it tends to happen that an opponent uses some heavy move at the end of his string and then wants to cancel to a reasonably slow special. Slashback that heavy move and you're free to interrupt him. This is one of the most used appliances by the Japanese, and yes, they do use Slashback, except that now there is nothing to slashback because people stopped their long and predictable strings there.
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If you have like CPU Potemkin starting hammerfall or his FB right before your j.H but after your whiffed P, you'll land right on time to guard.
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No j.Ds, you shouldn't use those when jumping towards your opponent. With the whiffed j.P then j.H will land at knee height, so it will always combo. And you should generally beat her air to air unless you're late, but that applies to any opponent, if he/she is settled in the air, you're better off using anti airs such as 5S CC/5H CC/SV.
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vs May: I haven't gotten that much experience vs her, the time I played a May the opponent was sliding a lot, so that were easy j.Hs for me:) As for the throw setups, you probably want to mixup your defense types, varying from IG to FD. FD makes you throw invincible for a lot longer so if May tries it it's likely to whiff. IG on the other hand has way faster recovery allowing you to escape earlier. If you present May(or any other character with throw) with this mixup their life's gotten harder already. Oh, and don't IAD by default with OS, only if you need it(which isn't the case in 90% of all cases). It's better to 669P, have that punch whiff and then follow with your desired air attack, which is usually j.H. That way, if a character pulls any bullshit on you, you're likely to be on the ground in time to guard it.
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6K goes through ANY throw, that includes command throws such as potbuster.
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Quote me
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Who said I did it in the first place? Who said I did it all the time in the first place? And moderation is key, for your measly damage and knockdown you just shut up your opponent for a while, which is what you want. And there's only a handful that can severely punish you without tension. EDIT: Oh, and if you actually got a single counter hit, you can convert to CLSW loop and take off 200 dmg of his life without effort.
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Saving your opponent the effort should be the last thing you do.
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Why?
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5H CH IAD.S-D CLSW -> SW loop My favorite opening option is run towards VV, it gets the worst out of the opponent and beats him for it at the same time.
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with regular characters you indeed have to add normal hits yeah, but those aren't the main source of damage in a SW combo.
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Isa managed to get 4 somewhere without greying the combo.
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In any case you're still better off jumping when suspecting a potbuster. 6K is good, but it's shit when you're eating a counter hit, another problem is that you won't be converting it with l1 since it won't get a CH if opponent indeed does attempt a potbuster. Slidehead is like, lowprofile during start up(it's bullshit, but it's not like it's the first time we see bullshit in this game now is it?), so when you race at Potemkin like an idiot(something OS does best), be sure to poke low and be sure he doesn't get the bright idea to IG your 2S and potbuster you. As for vs Jam, can't you just spam fafnir everytime she does 235S,*? Hit her twice with that and she loses pretty much.
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Not better, that leaves worse and equal, though he never implied worse. I was playing OS vs that Sol and were put on defence by him, I didn't notice by guardbar growing and lost a round because of it. On the other hand, I've yet to receive a 100% combo from Eddie. And about proration: Sidewinder j236H 35 [+ 25 * (# of Clean Hits) if clean hit] 1.50/2.40 20 12 5 HA R 9 4 landing 13 - Wall bounces on hit (Clean hit untechable for 56F). Sol is in CH state while falling. Dizzy modifier x0.5. Forced prorate 70%. Sol is crouching during landing recovery. So the unprorated damage of that sidewinder is 35+25=60 on the first hit, then 35+50=85, then 35+75=110 and if you manage to get a 4th you'll deal 35+100=135 if we add them up: 60+85+110+135=390, so if guard damage and proration wasn't there, an average SW combo could kill. With proration you have 60+0.7(85 + 0.7(110 + 0.7(135)) = 219.705.
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Note he never mentioned Sol being better then Order-Sol, Sol just does more damage. And actually, I did get 100%ed by a Sol player without getting dizzied. It's after guard being build, but still, it's not impossible.
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Yes, oneshot attacks mean land a hit go for damage and more precisely: be sure it lands, or re-setup your attempt. OS can go more with the flow because he's not at a loss. His resource management doesn't play a big role here. At worst his attempts leave him on about neutral in which he still has the advantage because he has faster normals, so he can continue. Sol on the other hand is mostly in disadvantage and has to cancel to something that allows him to continue, like GF FRC.
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The discussion at hand is your issue, not Darkhonor's damage miscalculations and reading errors. Like I said, you need to remember that Sol is all about oneshot attacks, unlike OS who can just go with the flow and do whatever he feels like(and be fucking fast with it too).
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Your opponent is doing something severely wrong. Your opponent is doing something severely wrong. With level2 and your opponent is doing something severely wrong if you actually got there for free. Sure, to bad people guard low by default, if they're not guarding they're stupid. I don't even think you can reach 160 with level 3, you're talking bullshit or comboing on chipp, either way it doesn't count. Define, then tell me how you get past the proration. Hence I was (yet again) talking about EXPECTED damage, not POSSIBLE damage.
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In a match? If so, your opponent is doing severely wrong. It even goes as far as if your opponent manages to get hit in the corner by anything not a throw, he's doing something severely wrong. So your initial question: I play a Order Sol that's fit for matches, not combomovies. As for the style I'm playing: level 1 rushdown and if situation allows I raise levels bit by bit. I recall reading has always been an issue for you. I said EXPECTED damage, yes you can top the 250 or perhaps 300, but those are rarities that shouldn't be expected. Even 200 damage generally isn't something seen often.
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Hatred Edge, remember the discussion in OS forums, how I told OS is not based around one-shot attacks? Sol is entirely different, he's based around one shot attacks and you're having trouble with it:P Sol doesn't really need the overhead, his throw/antithrow game can keep him going for forever pretty much; and on top of that, if Sol guesses right, he does 200+dmg rather then the measly expected 100-150 you get with OS.
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Video length isn't a problem. It's more the deja vu feeling I'm getting after 5-7 minutes or so. And seeing the credits once is enough, no need to see them 2 or 3 times:/
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People really should stop taunting in the vids, or instead should call it a taunt video...