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AtTheGates

Sol

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took this from the blog thread... chipp has answers to all of sol's attacks i'll give a break down below: bandit -bringer = air throw, CH j.d, j.k, j.p, beta, 6p *timing specific*, any teleport cept s. teleport -revolver = air throw *difficulty is high*, CH 6p, any teleport riot stomp -6p, 6hs it all day -on just defence, go into 2s immediately. this will beat wutever normal sol will attempt gunflame -beta *timing specific and distance dependent*, any teleport cept p or s - dust teleport, frc dropping dust for CH pokes to use 1. 2s pros -beats sol 2d clean -anti jump in the corner, follow up to 2s, 5hs, FB if he tries to jump from corner trapping -in some ways its better than c.5s, rekka trap cons -whiffing 2. 2d pros -has a bit of invul midway thru -excellent punisher -overall chipp's greatest poke cons -other than whiffing...nothing. heck u can bait to an air throw with this poke at the right distance!! 3. 5k pros -fast -snuffs sol's pokes at the right space -cancelable to 2d, making KDs easier cons -not that bad of a poke even on whiff, has pretty decent recovery 4. 2hs pros -beats sol j.hs for CH -makes for a good AA option -use great when teleport mixups are concerned, if he jumps and goes for j.hs u will most likely get a CH in there cons -yes, WHIFFING! -mistiming overall sol v chipp IMO is 6-4 chipp since he has high punishment factor which really can be summed up to his speed being the major deciding factor in this match. yes, "bait noob" is the most common thing u may hear but its really true, this is a match of baiting. keep ur eyes on the meters and watch for the VV to RCs. honestly thats roughly it to be quite frank, u have all the tools u could ever need to deal with this char so its jus a matter of not getting hit as much to win it. like i say at the end of all of these things...MOVEMENT IS ALWAYS KEY!

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