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Bluewindz

Jam Vs Sol

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Grand Viper beats Bakushus.

His DP is much better than yours.

6P aerial specials.

Learn your Sol's tick throw setups fast.

Hooray!

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Grand Viper beats Bakushus.

His DP is much better than yours.

6P aerial specials.

Learn your Sol's tick throw setups fast.

Hooray!

Writes this down

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Grand Viper beats Bakushus.

His DP is much better than yours.

6P aerial specials.

Learn your Sol's tick throw setups fast.

Hooray!

Considering its a low attack it makes much more sense as it goes under even Axl's 2P. The VV also goes through FB PB's and pretty much alot of things in general. Normally, I would try to wait this match-up out. The Sol usually gunflames at mid-range distance, of throws a out a 5S,f or 5HS right afterwards. So it can be slightly hard to figure. You can try to bait out his AA's and punish him. I'm still working on this match-up. Along with my Testament strats.

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AAing sol is gay you can't use your P,S, or 6P to AA, they all get eaten alive. Only thing you can AA sol is with j.S when hes in the air or 2HS. 2HS will trade with his j.HS which will give you time to combo. Or you can parry the first hit of j.HS and then standing p, it'll hit sol out of the 2nd hit and then you can combo.

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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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Either that or right befefore the Sol finishes his ground viper, before he throws the clean hit, there is a slight gap in which you can throw him out of. Throw him. I'm impressed with Imuv's Sol strat's. Nice.^_^

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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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Grand Viper beats Bakushus.

His DP is much better than yours.

6P aerial specials.

Learn your Sol's tick throw setups fast.

Hooray!

Exactly what are the Sol only tick(le me pink) throws?

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Learn to parry/IAD whatever his gun-flame since Sol spams it. This is the one match-up where you don't have to air dash low. Also I have found that 236S-S works and IAD-214K works when initiating the attack. You can Air throw VV.

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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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Tick throws are pretty general advice for anyone but Sol's high and low mixup is relatively weak compared to other people. So, you want to be watching out for throw mixup in which you should just be wary of moves that give Sol advantage, aka moves to tick with, like 2P 5P, etc.

No Sol should be spamming non-FRC'd gunflames. And if you jump over it too much Sol can respond accordingly. Not that retaliating with IAD over is a bad idea but, I main Sol and one of the more useful and common uses for GF is to get someone in the air for you to punish because that's what most people tend to react with.

VV on reaction is not too far fetched for good Sols because they realize it is one of his most powerful tools if used properly. So, like all things, if you're not predictable with IAD Gekirin then it's ok but if the Sol is clearly just waiting for you to IAD - that's free VV right there.

I would agree with Nives in the Sol forum and say that Jam has the slight advantage here (5.5 Jam - 4.5 Sol) because if you don't tech horribly, she has more ways to get damage over Sol. And her damage output is a good level above Sol's.

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One question, I have problems against Sol and his weird hitbox. When I hit him in the corner with IAD gekirin I just can't follow up consistently. 2HS -> 6HS -> HS seems to have a REALLY small window to connect. The only viable option seems gekirin into FBPB but if I have no tension I miss him 3 out of 4 times if I try the corner loop. Any advice?

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One question, I have problems against Sol and his weird hitbox. When I hit him in the corner with IAD gekirin I just can't follow up consistently. 2HS -> 6HS -> HS seems to have a REALLY small window to connect. The only viable option seems gekirin into FBPB but if I have no tension I miss him 3 out of 4 times if I try the corner loop. Any advice?

You can use 2P or 2S to connect into 6HS->HS. Try it out, it has a higher success rate.

This is a hard match for me at the moment. I guess I will go dig in the Sol forums.

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He techs out before 2P or 2S hits him if you try this right after Gekirin. In fact he can tech out a lot of Jam's combos. Only the FBPB seems reliable but you really need the tension to get out of his pressure (FD & DAA). He has better pokes, better range, better AA, better AG, weird hitbox and similar damage as Jam. So why is this matchup rated as 5-5? :vbang:

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I just said fuck it and do the ground loop on sol.:vbang: Either that or I'll do: 5s,2s,2d frc,2h(both hits),6h,5p,j.k,j.d(both hits),214k,land,5p[air throw setup] or [236s~s]

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Actually, Sol's range is a bit better but it's not game breaking. I think it's slightly in Jam's favor because Sol doesn't have as many ways to get into his big damage combos compared to Jam. Pokes gain you ground but not usually big damage. Jam's normals overall are better than Sol's, probably stronger than a lot of the cast as well in exchange for range. Lots of +frames and ways to get 200+ dmg off them. Not to mention that ground gatling (5H > 6H > 6P > etc. ? I believe it was) jacks guard bar really hard. I've also seen some Jam's (I think it was either LOX or KA2) cross up with Choujin out of it.

Jam mixup AND cross up is much stronger than Sol's. Jam's advanced mix ups/cross ups are hard to learn/do but rewarding (Choujin, etc mix up/cross up). Throw 5D into some of your strings, that shit looks kind of like 6H. I still don't block Jam's standing dust very well. I also find Jam's 2S to be annoying. 2S has some decent range, is relatively fast (Actually, I just checked and it's faster than Sol's) and staggers on CH. Maybe it's just me but I think both Sol & Jam's 2S hurt each other so find ways to use it effectively.

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With Sol's weird weight, I find the only real reliable loop is dash in 2HS (2 hits) -> 6HS -> HS (Might have to delay the HS hit), into dash in 2HS (2 hits) -> 6HS -> HS into dash in 2K or 5K -> 2HS -> finish loop. With Order Sol I can use standard loops (5S and 2S varients), but with Sol I have to use the specific loop.

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Well, 2hits 2HS 6HS HS is the ONLY loop that works on Sol. And even so, he's very difficult to combo. After IAD gekirin the timing for actually comboing him is so strict that I miss him like 3 out of 5 during matches. If I have 25% tension or if I land a CH IAD gekirin, it's not a problem but a regular hit... :psyduck:

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