Arvoyea Report post Posted January 5, 2010 So, for SW loops, are there different ways you have to keep others in the air? Like for example, with Potemkin, you can use j.D. But for I-no, I usually use j.HS. In fact, earlier today when I was in training mode j.HS seemed easier to use than j.D, j.K or j.S. So is j.HS a better option if I'm more used to being able to do CLSWs with that? And does what Sol having in terms of zoning and okizeme? What are some good BnBs for me to learn? Share this post Link to post Share on other sites
Orrax Report post Posted January 5, 2010 It depends partly on character and height. Generally, j.D is used against Pot or when dashing, j.H is used on characters who are a bit higher in the air, and j.S is used when your opponent is lower. Hence, you'll probably be using j.H more often on lighter, floatier characters. Mostly, though, it's just about getting a feel for when and how you can continue the combo and when you should end it, which is something that really comes with experience. Sol's zoning options are pretty limited. GF FRC is good, and he's got plenty of good anti-airs (5K, 2H, j.P). I guess 5S and 5H can be used as zoning tools, and 2S can sort of zone against short-range characters like Jam. Sol's not really a zoning character, though. As for oki, Sol's got plenty of options. Meaty GF is good, super-safe j.S and j.H are even better, and the high/low airdash mixup is pretty much a staple. Even wild throw or the throw invulnerability on Fafnir can be useful at times. Share this post Link to post Share on other sites
HolyAarom Report post Posted February 17, 2010 Is this possible? Share this post Link to post Share on other sites
Guilty Soul Report post Posted February 17, 2010 some of those moves seem damn near impossible to do and fake. Share this post Link to post Share on other sites
Nakkiel Report post Posted February 17, 2010 Get better execution, it's all possible. Even though it's not useful. What do you even think is fake? Share this post Link to post Share on other sites
HolyAarom Report post Posted February 17, 2010 Get better execution, it's all possible. Even though it's not useful. What do you even think is fake? Well, even though I think you're talking to the other guy, the only thing I think isn't possible is that Wild Throw > Napalm Death. I'm sure everything else is possible, but that WT>ND just seems iffy to me because I tried it several times. BACK TO TRAINING MODE TO TEST IT OUT Share this post Link to post Share on other sites
Nakkiel Report post Posted February 17, 2010 I think it's a glitch in JP port. Share this post Link to post Share on other sites
VR-Raiden Report post Posted March 19, 2010 Gonna post this new combo video here, has the most hilariously awesome combos I've ever seen. http://www.youtube.com/watch?v=D2wnQyH3oWg Share this post Link to post Share on other sites
faultydefense Report post Posted March 19, 2010 that blew me away Share this post Link to post Share on other sites
Hatred Edge Report post Posted March 20, 2010 Awesome video. I can never get tired of epic clashing. Share this post Link to post Share on other sites
zdravkelja Report post Posted March 20, 2010 That was incredible, the best CV ever Epic ending... But two dashes after dust.... How...? Share this post Link to post Share on other sites
HolyAarom Report post Posted March 22, 2010 Hey guys, I have a question about VV. So I try doing the normal 3 SW combo, and I'm thinking that it would be fine to end with the VV > knockdown instead of BR. When I try to do the knockdown after VV, sometimes it comes out slower than usual or just doesn't come out at all. I'm guessing it might have something to do with the guard bar being really low, but I thought that only affects distance pushed back and how much an attack keeps the opponent airborne. Share this post Link to post Share on other sites
faultydefense Report post Posted March 22, 2010 the timing to buffer in the kick after VV is a little dif from previous GG's, you actually have to time it now to a degree to get knockdown after several hits. Just work on your timing and make sure there aren't TOO many hits in the combo. You should be able to feel a difference between doing the kick (as) soon (as possible) and doing it (as) late (as possible) try not to get into the habit of just mashing 214k214k214k... during VV as its not consistent enough unless you're doing it really fast. But all in all its not really a hard link as you do have a small window to buffer it in. Share this post Link to post Share on other sites
zdravkelja Report post Posted March 22, 2010 It's situational. Use BR. Share this post Link to post Share on other sites
HolyAarom Report post Posted March 22, 2010 Well, would over ten hits in the combo count as too much? I tried using the S version since I think the KD comes out faster only because Sol goes up less. Just wondering since I wanna go for the knockdown but with a tiny bit more damage and style. Damn, didn't see the above post. I guess I'll stick with BR then. Share this post Link to post Share on other sites
faultydefense Report post Posted March 22, 2010 on average, the kick down needs to be hit 13 or before, certain moves (like grand viper) can extend (or shorten) that number. Its actually a good idea for knockdown if you're having to super jump for clean hits as has been known to happen, or if you're uncomfortable with how you think they'd bounce back after a clean hit SW. Share this post Link to post Share on other sites
Arvoyea Report post Posted April 12, 2010 Need help learning how to start CLSW combo after a 8-hit CL Grand Viper. Can't seem to time it right. Should I go for a running jump? And is it easier to do CLSW combos in the corner or the middle of the stage? Share this post Link to post Share on other sites
Nakkiel Report post Posted April 12, 2010 Spaced a little ways from the corner when you land a CLSW is usually the easiest situation (and when you can do the most CLSW). But that's not important, learn to do them everywhere on the screen! After GV, on most characters you should do running j.D CLSW. Share this post Link to post Share on other sites
VR-Raiden Report post Posted April 13, 2010 Need help learning how to start CLSW combo after a 8-hit CL Grand Viper. Can't seem to time it right. Should I go for a running jump? And is it easier to do CLSW combos in the corner or the middle of the stage? You only really have to do running j.D if they're not in corner. In corner normal j.D works just as well. If you have trouble getting the running j.D consistently, j.S is easiest way to start at the cost of some damage. Share this post Link to post Share on other sites
PacStrife Report post Posted April 15, 2010 After grand viper in the corner I just do a jumping dust (no run) into clsw. mid-screen I'll just do jump slash -> clsw. On lightweights in the corner I just do something simple like running j.S, j.D, dj.S, j.D, Slash VV knockdown. I might do clean hits if I think I could kill them with the combo though. On another note, have any American sol players started doing the japan corner grand viper follow up? Something like: GV > jD > clsw > run out of the corner cl.S > 2Hs > jumping forward clsw > K > BR It knocks the opponent back into the corner as the jumping forward clean hit makes the opponent fly over sol's head making the standing kick turn him around for a BR to go the right way (into the corner). Just wonder if this was the right notation and see if anyone was making this their staple. I've been too lazy to mess around with it a lot Share this post Link to post Share on other sites
VR-Raiden Report post Posted April 16, 2010 On another note, have any American sol players started doing the japan corner grand viper follow up? Something like: GV > jD > clsw > run out of the corner cl.S > 2Hs > jumping forward clsw > K > BR It knocks the opponent back into the corner as the jumping forward clean hit makes the opponent fly over sol's head making the standing kick turn him around for a BR to go the right way (into the corner). Just wonder if this was the right notation and see if anyone was making this their staple. I've been too lazy to mess around with it a lot Last time I was in training I actually was working on something similar, cause I do like the corner knockdowns. GV > j.D SW > (they bounce out, you chase them) 2H > nj.S SW > (walk/dash behind them as they bounce back toward you) 5K > BR into corner. I was trying to get something similar from any mix up after that too, such as low airdash j.S > j.D > 5K > 2H > j.H SW > (they bounce, out you jump after them with..) j.S SW > (dash behind) 5S BR into corner so they would be in corner again to reset your mix up. But I haven't implemented this stuff into my game yet. Mostly cause I hardly ever get the chance to play people T_T Share this post Link to post Share on other sites
HolyAarom Report post Posted April 21, 2010 At 0:24 in this video, the Sol player was able to airdash after doing j.H. I tried doing that in training mode and I didn't really have that much luck with it. Does anyone know if there's some way of doing this? Share this post Link to post Share on other sites
faultydefense Report post Posted April 21, 2010 you catch them with the very last frames of j.H you are then free to airdash as j.H has almost no recovery. But the timing as rather strict as you have to let the j.H run its course, yet still input the airdash before you get too low. there's no trick to it at all, its just straight up knowing the timing of the move and capitalizing. Only advice I can give is to connect with j.H as late as possible in its active frames. Share this post Link to post Share on other sites
Arvoyea Report post Posted April 26, 2010 Does a Sol player really have to do sidewinder loops to win matches? I'm just wondering... Share this post Link to post Share on other sites