1muvwndr
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6:39 looks like 236S~P into corner, forward jump, IAD back > 236P FRC > jS 6:59 236S~P into corner, forward jump, IAD back into 236P FRC burst bait 7:10 looks like just a normal 236S~P to go into corner and gekirin there, maybe he (super)jumped first but 100% no IADing or FRCing 7:20 is same as 6:39
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True, IAD back into 236P FRC. The one I listed is not possible since you cannot AD after FRC 236P.
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http://youtube.com/watch?v=rpGwUtV073E 3 different corner mixups, all from corner loop ended with FBPB into 236S~HS: 1st is 236S~P -> 236P FRC -> air backdash j.s into air combo 2nd is just 236S~236P -> land -> 5K 5S blahblahblah followup 3rd is 236S~236P -> air backdash into 214K into blahblahblah followup
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http://www.youtube.com/watch?v=ykxD2-XJ_nc 0:45 - KA2 does a burst cancel. Can someone enlighten me how it's done? I think it's parry into burst into FD but I'm not sure.
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My experience is that you eat a GV if you try to do 236S-S more than once, or even just once, if you do it too "long". The Sol I play against (one of the euro best Sols) does not really spam gunflame. To parry a gf is not really that hard. The problem is that you didn't achieve anything if you did it. If he FRCed it, he's on you before you can retaliate. If he didn't FRC it, he can be punished if he's not too far. But this isn't the case of an experienced Sol. Gunflame is in CH state till the end of it's animation so no FRCing means high risk. If your Sol tends to spam gunflames, just IAD over it into anything (214K, j.D, j. HS...). My friend however does not. Well, he sometimes throws it yout to stop random puffballs (against FB mostly it trades, you can sometimes even win if you land it deep enough) and that's where I can IAD in. Still, if he FRCed it, he can still take you out of the air. I don't agree to use IAD 214K as an opener. It's frames are just not good enough. First of all, he can just block it, then FD the next 1 or 2 attacks (presumably 5K or 2S) and see what's next. Mind that if he sees an opening he can blast a VV out of it (let's say if you try a 6HS). If he does, be ready for it. Secondly, he can do a VV on reaction. Not very reliable but you must expect it. Thirdly, if he perfect guards it, you are in trouble. No need to tell you that you can lose 60% life. I still think that jumping on Sol with an attack, when you are not doing it as a meaty, equals to free damage for him.
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The ultimate anti-Potemkin strategy: If you land this, from the back of the PS2 come out 100 mini RKYs, Pots and Fausts which then take the Pot player away to a secluded isle whe he dies of shame. You are then crowned King of the F...ing Ice Mountain and thereafter revered as a divinity. P.S.: This thing actually happened on a tournament a couple of years ago(#R I think). I was that Dizzy
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http://youtube.com/user/xenophobian Too obvious?
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I tend to land 5P constantly, usually as a true combo. The point is that the opponent has just one or two frames to tech out even if you miss the perfect timing for the 5P (for the true combo). If they tech, you are in neutral on the ground, if you hit = more damage. Kind of a situation I like. I find the 2S usable only on big chars but I just tend to go for the 5P. No superjump or CH needed for 214K and no, you MUST land a 2S/5P to combo on.
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Sure, try to play Eddie on pad. Stick is the way to go. Japs play only on a stick (at least I've never seen someone on SBO with a pad). The game is designed to be played on the stick, it has been tested on stick. The pad is just a replacement for it. Like it is for the steering wheel for racing games. You can have some good results but ultimately it will start to get in your way. I found out that the pad started to impede me some movements so I HAD to switch on the stick simply to continue improving my gameplay. And I decided that I'd make my own custom stick, those Namco/Happ/Hori sticks have all the stick too close to the buttons for my liking. And I made it, and some 10 more for my friends . Click here to take a look at some of them. Currently I use the one with Dizzy's art (sorry Jam, no good arts with you on it), and I'm working on a stick with transparent Semitsu buttons modded with Sanwa switches. It should look awesome and perform even better
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If you jump at him and you're not doing it as a meaty, the best option is to FD. Really, not a joke. He has VV and 5k. If any of this hits you, you're dead. VV = less damage but invincible & KD, 5k = sidewinder combo for 50% life. When jumping out of the corner be ready to use FD since he has Bandit Revolver that is treated as a ground move (why?) and leads in at least a KD. Learn to parry/perfect guard Bandit Bringer (236[K]), PG = throw, parry = combo. 6P is useful only against Riot Stomp (214K) but a good Sol won't use it against Jam because it's not helpful in this matchup. Far 5S will lose to almost anything (it randomly beats 236K). No reliable anti-air against him and no reliable jump-ins. Life is good, isn't it?
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@Luigi-Bo 87 Both. @Dark Vision I agree with Ryoko but I have to tell that this Eddy player is not playing very well. Lots of open holes in pressure strings, lots of missed combos (too much misplaced drills). You seem the better player overall but I think you can mix up some jump-ins with FD (as anti-air baits, since Eddys mostly go for 6HS anti-air which is kinda slow). Eddy missed loads of anti-airs against you that would really rape you if they'd land since you tend to force air moves every time. Also, do not use burst when you're blocking, you'll miss it when he starts to hit you, Eddy has too many unbockable setups. Just another thing, against Eddy forget using 236S~anything from mid/far screen. Drill owns you, too much active frames. In the best case you'll trade a blow but mostly you'll simply lose.
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Punish slidehead with IAD 214K, 5S JC j.K, j.D (2 hits), 214K (land), 5P JC j.K, j.D (2 hits) 214K. Works from anywhere. If you start from too far just FD his 6P (usually he goes into 6P if you jump on him) and go in for a throw or even just a 6HS. All Pots I play tend to go for a PB after they got their 6P blocked. There are also other options but they mainly depend on the distance from the corner. Don't jump too much on him, his 6P kills all your air stuff plus he can 623HS you for free oki. Learn to perfect guard/parry his meaty 6HS/shield into slidehead or you won't get on your feet again. And don't be ashamed of running away from him.
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Sol's 2D, beats almost everything Jam has, including puffballs and usually even j.214Ks. Same for Grand Viper. In air his j.P beats everything you have. He has a Jam-only sidewinder loop (20% more dmg than normal) so look out for wild throws. His normals outrange all yours so you can't space him with pokes. A timely CH 2S can win the match (combo out of it then baited VV into his death) but don't rely too much on it because of it's short range. Be patient, bait him and punish, parry his j.S crossup and perfect guard the 2-hit j.HS then throw him. Wait for an opening then kick the hell out of him. Learn the only working corner loop, Sol has a strange hitbox, normal loop does not work on him. Use FD on his pressure strings, gives you certain margin against wild throw mixups. He has no overheads (except 5D which has short range and can be neutralized by FDing just any poke prior to 5D), keep blocking low all the time unless he goes in the air or wild throw mixup. Beware his 2D into grand viper setup, you can't jump out of it. Block GV but don't use FD on last hit because then you can't punish him. If you perfect guarded the last hit you can dash in into 5HS 6HS 6P ground loop, else go for the KD. If you can't punish effectively VV you don't stand a chance against Sol.
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I dunno if it's me but people generally tend to hate Jam players. I guess it's because her tendency to kill people from a single 2D or FB puffball? Anywayz Xzi is a beast. The footage doesn't give the rape feeling that was present on the event. Only those present can understand what meant this kind of victory. Hearing Coung later crying "I hate Jam! I hate Jam!" is priceless. I guess he really does not understand this matchup. Yet.
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"Generally" was meant as one of the options, I know it is not to be abused. I find really fun going for the IAD 236P into tick throw from time to time. Not really a reliable mixup but can occasionally really put a WTF look on your opponent face. Besides, doubling the damage (from 110 to 220) + a corner knockdown that otherwise you wouldn't get cannot be called a tension waste, don't you agree?
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Without a charge I mostly do the 5K, 5S, 2D (blocked) -> IAD 214K midscreen crossup (no crossup if they FD but still overhead) into dash in 5S jc. jK, jD 214K. Not much damage but if he ends near the corner and you have 1/2 tension you can link the last 214K into 236236HS overdrive into one wall loop for extra 100+ dmg + oki (if 3/4 tension you can 2HS into PB after OD then one loop for even more dmg). The timing of the overdrive is very strict though, and I think char dependent (some can tech out). Without tension this does about 110 dmg, with 3/4 tension I did like 250 dmg on most chars. 5K, 5S, 2D into IAD/charge/nothing seems to me a very good pressure string since you can do loads of things out of it.