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Moroha

A.B.A. vs Sol

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A.B.A vs. Sol Japanese ranking: 5.5-4.5 A.B.A Sol has the ability to lock down ABA pretty decently up close when she is in normal mode. Gunflame stuffs your non-FB Slide, and jumping or swinging back is also a very real risk. You have to deal with that, while at the same time watching for an opportunity to anti-air and looking out for Wild Throw. Slide does go under Sol's 5S(? the swipe that Sols like throwing out at the beginning of rounds). When in Moroha mode, you have the upper hand. Non-FRC Gunflame is a CH j.H for an attentive ABA. No failed VV is safe from Moroha ABA; her run speed enables her to punish Sol for at minimum 1/3 life (5K/5S into 2HS launcher into 2X Keygrab, or into Rekkas FRC in corner). You probably want to punish VVs with 5K, because of the quick recovery if you mistime it with his followup kick shenanigan. Danzai eats Sol's Riot Stomp, Wild Throw, Fafnir, Gunflame, and Bandits. EX Danzai eats Grand Viper and, the big one, Volcanic Viper. Eat a VV with EX Danzai and watch that Sol player sink back into his chair as you combo his life away. As with anyone vs Sol, never forget that a Sol that VVs or Grand Vipers with 50% tension is up to some RC into something, so pay close attention. (It's the same deal as Danzai RC, wink wink.) 2D can be used far away from Sol as oki to bait and beat VV. More importantly, however, is timing the low to the ground meaty j.S for oki. Off knockdowns that give you enough time to apply a dash jump, you'll want to NAIL the timing on placing a dj.S over Sol's hitbox. If you can, two things will happen. 1. Sol VVs. If you are low enough to the ground, you will land before you are hit and be able to block. The VV is blocked, Sol goes flying off into the air, and you murder him. 2. Sol does not VV. Now, the j.S lands, and Sol has to guess between land 2K, land throw, or JC j.S. You can see how deadly this situation is for Sol, and hence how valuable learning the timing on it is. It's extremely effective and a potential game winner. The easiest way to set it up is off of a dash in P K S H 2D knockdown. Then, dash jump as soon as you recover from the 2D - if you do, you should get that low to the ground j.S just as Sol stands up. Deadly setup is deadly. You WILL get hit with VVs throughout the course of a fight, but conversely you have many ways of dealing with them. When he guesses right, he gets a knockdown and 5% damage. When you guess right, we're talking potentially upwards of 30-40%. Don't play scared, respect the VV, Wild Throw and Grand Viper, and outrange / outplay him in the neutral game. Hope that helps. :)

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the timing for the dj~ j.S should be at the point where you can still JC (follow-up)? edit: Sol's VV on wakeup just seems so instant on wakeup that im having trouble timing it, invinciblity frames?

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Both Sols' sweep really prevents you from spamming 5H as much as you can in most other fights, especially normal Sol's because of the CH combos into Gunflame etc. As such, far S becomes the staple poke here. Opponents can IAD over it and combo her ass, so make sure to throw in the appropriate amounts of 2S.

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