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[Xrd] Sol Badguy Gameplay Discussion

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I think PBB is mainly good for miscreen stuff since not every single combo we get will be in the corner, if you're in the corner then kudakero loops into TR seems the way to go. Also, in one vid Kusoru did PBB>RC>PBB so that definitely will last long enough to expire DI's timer.

 

The positioning issue is pretty moot, in my opinion. Any actual confirm into Dragon Install will most likely be in the corner, and if you just bust it out in neutral, Dragon Install Sol has the corner carry of the gods anyway.

Kudakero looks legit. It's a combo extention in the corner similar to belial edge, it's +, it can crossup with that huge explsion in DI (and falls faster too) and it enhances Sol's rushdown significantly. Basically it's godsent. (also,DI kudakero loops will be the best thing ever)

 

An important thing to add is that Kudakero is only really safe if the opponent is forced to block the flame, so it's weak to being intercepted before Sol hits the ground. Instant Block poses an obvious risk.

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After watching Ain's sets with Roi and Mugen, Kudakero: Vertical Riot Stamp Ver. 2.0. This move REALLY enhances Sol's footsie/rushdown game as it allows him to have more options for approaching. But ti's clearly not an abusable move, as it can be air grabbed mid flight, or IB'ed and punished. either or positioning it correctly can make it fairly difficult to AA from what I can see and it's overall a safer way of getting in even if it doesn't lead to immense damage.

From what I saw it looks like you can IB it in the air and grab Sol upon landing, kinda like how you can do that against BB.

The move still looks dope and causes IMMENSE chip damage in DI form, it's ridiculous lol.

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I don't think DI lasts any extra time at low health anymore, based on this http://www.youtube.com/watch?v=2M0IKS9jkfA&t=40m55s

It lasts approximately 10 seconds, which is the same I said about one from that very first Xrd tournament stream (it is private now though)

http://www.youtube.com/watch?v=9ZDUy7JLPHA&t=1h00m59s

- Possibly proof of air throw invulnerable air DI. Venom does j.H and it looks very much like he attempted to air throw. Also, DI lasts approximately 10 seconds at that high health.

I think he had pretty high health in that one.

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It's pretty clear that DI's duration is static now. Fair trade for it actually being useful now, as opposed to a pure gimmick comeback mechanic.

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Honestly, static DI timing is a good thing since it allows you to get a better feel for the duration of it and plan accordingly. I prefer to know when I'm gonna run out and make it so I'm not open for a big punish than to have an extra 2 seconds of DI. It seems it doesn't run out at all while you're airborn or in the middle of executing a move anyhow so if you jump into the air ender at the 9.9 second mark you can artificially prolong it some.

edit to avoid double posting:

http://youtu.be/1-IhPtvnNK0?t=8m25s

This seems like a very interesting crossup setup. What happens is the 6P bounces em off the wall enough so that even 6H doesn't push them all the way back and there's a little gap allowing that IAD jK to fit in, very good. Doesn't seem to sacrifice much damage either.

Edited by Dreiko

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Here's something new for you all: Bukkirabou ni Nageru can be Purple Roman Canceled.

Sol gets hit during the start-up frames so you don't see the super freeze or the telltale purple ring, but you can clearly hear the Roman Cancel sound effect and observe Sol entering the Roman Cancel pose and losing 50% Tension.

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i just want to say i think in that ogawa vs kei sol you posted, that's the original kusoru

the kusoru we saw few days back is the 2nd generation, at least that's what the commentator said

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I'm behind on vids again, but just saw this http://www.youtube.com/watch?v=EzTJHWCr4ws&t=18m54s

Dunno if combos like that were in reload but didn't think you could link 5K after 2 hit SVV. Just going to j.D after the j.S would be better there probably anyway but interesting.

also a few seconds later he shows you can do a pretty ambiguous cross up set up with air DI activation on oki

http://www.youtube.com/watch?v=EzTJHWCr4ws&t=19m00s

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I'm behind on vids again, but just saw this http://www.youtube.com/watch?v=EzTJHWCr4ws&t=18m54s

Dunno if combos like that were in reload but didn't think you could link 5K after 2 hit SVV. Just going to j.D after the j.S would be better there probably anyway but interesting.

 

I think that's because Sol was technically still airborne when he did S Volcanic Viper. You could do TK Volcanic Viper loops in #Reload in a similar fashion to old school Axl Bomber loops (aerial SVV |> c.S (JC) > aerial SVV for a few reps, then an ender). Aerial Volcanic Viper had a lot of untechable time and all versions of Volcanic Viper had a couple of frames less landing recovery back then.

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A couple observations:

5D still looks unsafe on block, I assume punished by Slayer 5K here:

http://www.youtube.com/watch?v=UEcj2Rn95ZQ&t=11m15s

Faust gets air thrown after air DI activation, I wonder if he tried to throw back? Also a few seconds later, j.P combos to PBB. Yeah it's damn fast.

http://www.youtube.com/watch?v=EzTJHWCr4ws&t=4m20s

Here we see a TK PBB, fast and low as hell:

http://www.youtube.com/watch?v=UEcj2Rn95ZQ&t=6m01s

Another instance of air throw after air DI activation, looks like Ky tried to FD here though:

http://www.youtube.com/watch?v=nAZ9nCA4pPw&t=5m35s

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wtf j.HS crossup?

http://www.youtube.com/watch?v=8iCCSZZrLBY&t=16m55s

this could be interesting as well

That might just be due to Ky attacking and putting a hurtbox out there, I have hit with j.H from behind with that happening before. Might not hit behind if they are blocking, like j.K does now, but can't be totally sure.

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I think people just like to block high when their opponent is in the air (as they should). I doubt it's an overhead.

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I think it is, that's why you can't TK it.

I thought they prevented that because it would just be an easy approach tool since the fire after he lands makes him really safe to get in.

I am really happy to see Kuro-chan returning in Xrd.

He is definitely the best Sol i have seen until now

He was the one playing eki-chan in a ft11 at a-cho correct?

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So wait, how exactly do they prevent you form TKing it? Does it have like a certain number of frames after a jump that the move is unusable or something? I don't recall a move with a 214 input not being tk-able before in anything I've played, I don't think lol.

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Nope, that would be stupid if it was.

I deff disagree. Why would it not be a overhead? He stutters before it, and in general he doesnt get anything off it, nor does it look like it puts him at any great advantage. Not that the move looks bad, it looks fine. But it not being a overhead would be silly. again not like hes getting huge mid screen combos from it or anything... Also as for not being able to tiger knee it you might have to do the old Ky trick in the old games to do it. 23696 to allow it.

Also I wonder if you can do vs certain characters dust loop, end with dive kick, then grand viper for a ender

Also ive noticed in videos when the opponent is close to death even with meter they dont end with air dragon install. Can you not combo in and out of air version? It certainly looks fast enough. I think this would deff be a wise use of meter to end a match if you only needed a few pixels...

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