VR-Raiden Report post Posted August 25, 2014 That's awesome, always good to hear confirmation on things, thanks! Knowing that 2D GV 5K connects, wouldn't be surprised if that's useful in midscreen to corner combos starting within DI. Share this post Link to post Share on other sites
OverKilL. Report post Posted September 2, 2014 who knows, how the land hit of Sols Dive kick affect on air character? would it be a reset if no FD? I saw D loop and Dive whiffed and hit char on air recovery. and what about air DP it seems that they add untech time on second hit? https://www.youtube.com/watch?v=0T0HHYDUj6w Share this post Link to post Share on other sites
zdravkelja Report post Posted September 2, 2014 I think you could always do TK S VV and you could follow it up with 5K. At least in Reload. Share this post Link to post Share on other sites
Kaizen Report post Posted September 3, 2014 Frame Data (Note, still translating Riot Stomp changes. Feel free to make note of any errors). DI frame data is in italics. "special" IK means when combo to IK is possible. Sol Frame Data Backdash: lasts 16F, invincible first 8F 3F Jump Startup ----------------------------------------- Frame table (Normal) ----------------------------------------- P: 4F (entire move lasts 13F): attack Lv.1. K: 3F (lasts 23F): Lv.2. 2nd hit active on 5F. c.S: 5F (lasts 22F): attack Lv.3 f.S: 7F (lasts 31F): attack Lv.3 HS: 11F (lasts 38F): attack Lv.5 6P: 9F (lasts 31F): attack Lv.3. Effect Shi blow next. Wall bounces effect. 6HS: 17F (lasts 53F): attack Lv.5. hitstop 23F. Knockdown on hit, Floor bounce on CH. Dust: 24F (lasts 50F): attack Lv.3. DAA: 11F (lasts 38F): attack Lv.3. Blowback on hit 2P: 5F (lasts 12F): attack Lv.1. 2K: 6F (lasts 16F): attack Lv.1. 2S: 10F (lasts 20F): attack Lv.3. 2HS: 8F (lasts 39F): attack Lv.5. 2D: 7F (lasts 29F): attack Lv.4. Knocks down on ground hit JP: 5F (lasts 15F): attack Lv.1. JK: 6F (lasts 28F): attack Lv.3. JS: 10F (lasts 35F): attack Lv.3. JHS: 12F (lasts 22F): attack Lv.3.2nd hit active on 15F. JD: 9F (lasts 28F + landing recovery 5F): attack Lv.4. Blowback on hit. Gun Flame: 20F (lasts 50F): attack Lv.2. Gun Flame (Feint): - F (lasts -F): attack Lv.-. Ground VV (S): 7F (lasts 44F + landing recovery 8F) Lv.3.2nd hit active on 13F. Floats on hit. Can cancel to knockdown (Tataki Otoshi) after 29F. Air VV (S): 5F (lasts until landing + landing recovery 8F) Lv.3. 2nd hit active on 9F. Floats on hit. Can cancel to knockdown (Tataki Otoshi) after 23F. Ground VV (H): 5F (lasts 56F + landing recovery 8F) Lv.3.2nd hit active on. Floats on hit. Can cancel to knockdown (Tataki Otoshi) after 32F. Air VV (H): ?F (lasts until landing + landing recovery 8F) Lv.3.2nd hit active on. Floats on hit. an cancel to knockdown (Tataki Otoshi) after 32F. Tataki Otoshi (Knockdown): 11F (Lasts until landing + 10F landing recovery). Slams down on hit. Attack Lv.3. Grand: 17F (lasts 102F + 10F landing recovery). Attack Lv.?. Hitstop 8F. Fafnir: 18F (lasts 32F): attack Lv.?. hitstop 30F. If FD’d, + 4F (Not sure if this means +4F of guardstun, or if Fafnir is +4 on FD block, which would be ). Tumble on hit. Riot Stomp: active 10F after leaving the wall (lasts ?F): attack Lv.5. 1st hit Occur depends on the position of the screen. 2-stage action can occur from 20F later the second stage occurs at 23F from the first stage occurs. Causes wall bounce, hitstop 7F Shi blow second stage ground bounces + width. REVOLVER: 9F (lasts 35F + landing recovery 8F). Lv.3. First hit floats. 2nd hit active on 25F AIR REVOLVER: 4F (lasts until landing + 12F landing recovery). 1st hit floats grounded opponents. Lv.2. Bringer: 32F (lasts 46+ landing recovery 4F): attack Lv.5. Ground Bounce on hit. Kudakero: 22F (lasts until landing + 29F landing recovery). Lv. 2. -Fire Pillar is Lv.3; active 9F after landing: Wild Throw: 4F (lasts 35F): attack Lv.-. Lasts until end of throw animation. Tyrant Rave: 5F + cinematic 110F + 1F (entire moves lasts 5F + cinematic 110F + 74F): Attack Lv.5. 1st hit floats. 2nd hit wall bounces. 2nd hit active on 144F. DI: (entire duration: 19F startup + 95F super flash + 2F recovery). DI lasts 421F (7 seconds + 1F). Recovery animation lasts 62F. DI (Air): (entire duration: 19F startup + 93F super flash + 0F recovery). DI lasts 421F (7 seconds + 1F). Recovery animation lasts 62F. IK Stance (normal): (lasts 84F total). Activates IK mode on 33F. IK Stance (special): (5F + screen freeze 74F + 5F recovery). Activates IK mode on 33F.IK Attack (normal): 9F + screen freeze 30F + 16F (9F + screen freeze 30F + 53F). IK Attack (special): 5F + screen freeze 30F + 15F (5F + screen freeze 30F + 52F). ----------------------------------------- Frame table (DI mode) ----------------------------------------- P: 3F (lasts 8F): attack Lv.1. K: 3F (lasts 14F): attack Lv.2. 2nd hit active on 4F. Near S: 3F (lasts 13F): attack Lv.3. Far S: 5F (lasts 18F): attack Lv.3. HS: 6F (lasts 19F): attack Lv.5. Dust: 24F (lasts 50F): attack Lv.3. DAA: 11F (lasts 38F): attack Lv.3. 6P: 6F (lasts 17F): attack Lv.3. Causes blowback/wallbounce on hit. 6HS: 12F (lasts 29F): attack Lv.5. Hitstop 23F. Knockdown on hit, floor bounce on CH. 2P: 3F (lasts 8F): attack Lv.1. 2K: 4F (lasts 11F): attack Lv.1. 2S: 7F (the entire 12F): attack Lv.3. 2HS: 5F (lasts 20F): attack Lv.5. 2D: 5F (lasts 18F): attack Lv.4. Knocks down on ground hit. JP: 3F (lasts 9F): attack Lv.1. JK: 6F (lasts 20F): attack Lv.3. JS: 6F (lasts 19F): attack Lv.3. JHS: 9F (lasts 14F): 2nd hit active on 13F Lv.1,3. JD: 9F (28+ after landing the entire 5F): attack Lv.4. Floats/blowback on hit Gun Flame: 20F (lasts 36F): attack Lv.?. Histop 7F. Blowback on 2st hit + Blowback upwards on 2nd hit. . Gun Flame (Feint): - F (lasts -F): attack Lv.-. Ground VV(S): 7F (lasts 37+ 8F landing recovery): attack Lv.3. Floats on hit. 2nd hit active on 11F, 3rd hit active on 15F. Can cancel to Knockdown (Tataki Otoshi) after 22F. Air VV(S): 5F (lasts until landing + 8F landing recovery). Attack Lv.3. Floats on hit. 2nd hit active on 7F, 3rd active on 11F. Can cancel to Knockdown (Tataki Otoshi) after 18F. Ground VV(H): 7F (lasts 94 + 8F landing recovery): Attack Lv.5. 2nd hit active on 10F, 3rd ~ 10th hits active 4F each after 2nd hit. Histop 0F for 2nd ~ 10th hit. Can cancel to Knockdown (Tataki Otoshi) after 62F. Air VV(H): 7F (Up to the entire landing after landing + 8F): Attack Lv.5. 2nd hit active on 10F, 3rd ~ 10th hits active 4F each after 2nd hit. Histop 0F for 2nd ~ 10th hit. Can cancel to Knockdown (Tataki Otoshi) after 62F. Tataki Otoshi (Knockdown): 11F (Until landing + 10F landing recovery). Attack Lv.3. Slams down on hit. Grand Viper: 11F (? F), Attack Lv. ?. Fafnir: 18F (lasts 43F): Attack Lv.?. hitstop 24F. 2nd hit active on 19F, 3rd hit active on 20F. Riot Stomp: Active 10F after leaving wall (lasts ?F): attack Lv.5. Occur depends on the position of the screen. 2-stage action can occur from 20F later the second stage occurs at 23F from the first stage occurs. Effect + wall bounce + Histop 7F Shi blow second stage ground bounces + width. 3F after the second stage occurs, 4-5 stage:: 10F after the occurrence of the attack before, 6-7 stage: the third stage occurs after the attack 4F occurrence of before. 3-7th hits attack Lv.3. GROUND REVOLVER: 7F (lasts 36+ landing 8F). Lv.5.1 ~ 3-stage attack. 2nd hit active on 10F, 3rd hit active on 13F, 4th hit active on 25F. . Hitstop 7F AIR REVOLVER: 4F (Lasts until landing + 5F landing recovery) 4F. Attack Lv.4. 2nd hit active on 18F, 3rd hit active on 20F, 4th hit active on 22F. Bringer: 30F (lasts 44F + 4F landing recovery): attack Lv.5. Causes tumble on hit. Kudakero: 14F (lasts until landing + 24F landing recovery) Attack Lv.2. Pillar of fire is Lv.3.2nd hit active on 8F after landing. Wild Throw: 4F (lasts 35F): attack Lv.-. PBB: 9F (lasts until landing + 12F landing recovery): attack Lv.-. Lasts until grab animation ends. Tyrant Rave: 7F + screen freeze 60F + 1F (entire moves lasts for 7F + screen freeze 60F + 105F): Attack Lv.5. Beam partial specialization(?). Hitstop 0F. IK Stance (normal): (lasts 84F total). Activates IK mode on 33F. IK Stance (special): (5F + screen freeze 74F + 5F recovery). Activates IK mode on 33F. IK Attack (normal): 9F + screen freeze 30F + 16F (9F + screen freeze 30F + 53F). IK Attack (special): 5F + screen freeze 30F + 15F (5F + screen freeze 30F + 52F). Share this post Link to post Share on other sites
Kaizen Report post Posted September 3, 2014 Notable changes from the frame data that aren't apparent from footage: j.S's startup has taken a slight nerf, but has also retained the removal of its prorate from +R. j.H's startup was nerfed to 12F, up from 9F : ( 5D kept its nerfed startup from +R, but if this was a retained universal change, it's not that big of a deal. 6P startup is buffed down to 9F, not sure if this is the same or better than #R startup, but it's what allows 2P/2K 6P to combo again. GF startup buffed back to 20F. Allows 5H/2H GF to combo against crouching opponents : D Tataki Otoshi startup buffed to 11F (12F in AC), making knockdown out of combos easier. If Air VV got increased untechable time, Ruu/Kedako's findings don't give any indication. DI Grand Viper gets a significant buff to its startup, though we don't really seem to know much of anything else about it (besides linking 5K afterwards) DI keeps a minimal recovery window after activation, though 2F is still longer than the 1F window from +R Air DI has ZERO recovery, likely in exchange for being put into a worse position. On top of 6H no longer being useless, DI 6H is no longer even more useless! Share this post Link to post Share on other sites
Final Ultima Report post Posted September 3, 2014 To help make this all relative, here is the list of changes comparing the data here to Sol's frame data back in #Reload. This is of course, a very incomplete list, as the table largely only mentions start-up, entire duration, landing recovery (when applicable) and attack level. 5K - Start-up in DI increased from 2 frames to 3. Attack level in DI increased from 1 to 2. f.S - Start-up in DI increased from 4 frames to 5. 5D - Start-up increased from 22 frames to 24. 6P - Start-up in DI increased from 5 frames to 6. 6HS - Now only one hit. Start-up increased from 13 frames to 17 (and from 8 to 12 in DI). Hitstop 23F. Ground bounces on CH. 2P - Start-up in DI increased from 2 frames to 3. (Yeah, apparently 2P used to be a 2 framer in DI too, who knew?) 2S - Start-up in DI increased from 4 frames to 7. 2HS - Start-up in DI increased from 4 frames to 5. 2D - Start-up in DI increased from 3 frames to 5. Attack level in DI decreased from 5 to 4. j.K - Attack level increased from 2 to 3. j.S - Start-up in DI increased from 4 frames to 6. j.HS - Start-up increased from 9 frames to 12. Gun Flame - Attack level is written as just 2 instead of 3,3,2,2. (This might just be Kedako not having tested it at all ranges.) Gun Flame (DI) - Total duration increased from 32 frames to 36. Hitstop increased from 6 frames to 7. S Volcanic Viper (DI) - Can now be followed up into Tataki Otoshi (DI). Follow-up window starts on frame 22. Aerial S Volcanic Viper - Follow-up window starts on frame 23, previously frame 24. Aerial S Volcanic Viper (DI) - Start-up decreased from 7 frames to 5. Second and third hits connect on frames 7 and 11, previously frames 12 and 14. Can now be followed up into Tataki Otoshi (DI). Follow-up window starts on frame 18. HS Volcanic Viper - Second hit connects on frame 9, previously frame 10. Follow-up window starts on frame 32, previously frame 33. HS Volcanic Viper (DI) - Follow-up window starts on frame 62, previously frame 69. Attack level is written as just 5 instead of 5,3*12. (Again, the attack level probably isn't any different.) Aerial HS Volcanic Viper - Second hit connects on frame 9, previously frame 10. Follow-up window starts on frame 32, previously frame 33. Aerial HS Volcanic Viper (DI) - Now separate from Aerial S Volcanic Viper (DI). Frame data matches HS Volcanic Viper (DI). Tataki Otoshi - Start-up decreased from 12 frames to 11. Landing recovery increased to 10 frames from 8. Bandit Revolver (DI) - Attack level is written as just 5 instead of 4,4,4,5. Aerial Bandit Revolver - Start-up decreased from 6 frames to 4. Aerial Bandit Revolver (DI) - Now exists. Deals four hits total. Start-up: 4F. Recovery: Until landing + 5F. Attack level 4. Bandit Bringer (DI) - Now exists. Start-up: 30F. Causes tumbling on hit. Kudakero - New move. Start-up: 22F. Recovery: Until landing + 29F. Flame appears 9 frames after hitting the ground. Attack level 2. Kudakero (DI) - New move. Start-up: 14F. Recovery: Until landing + 24F. Flame appears 8 frames after hitting the ground. Attack level 2. Bukkirabou ni Nageru - Start-up decreased from 5 frames to 4. Riot Stamp - Start-up increased from 9 frames after hitting the wall to 10. Attack level increased from 1 to 5. Now has a second hit activate on frame 23. Second hit ground bounces and blows back, causing wall bounce. Hitstop 7F. Riot Stamp (DI) - Now exists. 7 hits total. Third hit occurs 3 frames after second hit. Hits 4-5 occur 10 frames after that, and hits 6-7 occur 4 frames after that. Hits 3-7 have attack level 3. Grand Viper - Hitstop increased from 6 frames to 8. Grand Viper (DI) - Now exists. Start-up: 11F. Fafnir - Start-up increased from 17 frames to 18. Hitstop 30F. Static Difference increased from +3 to +4. Causes tumbling on hit. Fafnir (DI) - Now exists. Three hits total. Second hit starts on frame 19, third hit starts on frame 20. Hitstop 24. P.B.B - New move. Start-up: 9F. Recovery: Until landing + 12F. Tyrant Rave ver.Beta (DI) - Now exists. Start-up: 7+1F. Level 5. Blast has hitstop 0. Dragon Install - Start-up decreased from 19+9 frames to 19+2. Dragon Install duration increased from 358 frames to 421 frames. Aerial Dragon Install - Now exists. Start-up: 19+0F. Instant Kill Mode - Total duration 84F, but decreased to 5+5F if conditions for super freeze are met. Branding Breach - Start-up increased from 7+8 frames to 9+16, but decreased to 5+15 if the IK mode had super freeze. Attack level 4. Share this post Link to post Share on other sites
Kaizen Report post Posted September 3, 2014 You might also want to mention that all versions of DI VV(S) can actually cancel into knockdown now, because for some reason they never could in AC or #R (iirc). Share this post Link to post Share on other sites
Final Ultima Report post Posted September 3, 2014 Good call. I don't know how I missed that. Share this post Link to post Share on other sites
OverKilL. Report post Posted September 3, 2014 Xrd 2S: 10F (lasts 20F): attack Lv.3. AC+R 2S: 10F +3F +8F = 21 attack lvl 3 (+3) so we have +4 on block and more fast recovery mmmm NICE! Share this post Link to post Share on other sites
greatfernman Report post Posted September 3, 2014 Xrd 2S: 10F (lasts 20F): attack Lv.3. AC+R 2S: 10F +3F +8F = 21 attack lvl 3 (+3) so we have +4 on block and more fast recovery mmmm NICE! 10 startup 3 active 8 recovery is 20 frames total. the startup includes the first active frame by convention (Which is why a 5 frame move can punish anything -5 on block rather than punishing -6) so they overlap by one frame. Share this post Link to post Share on other sites
OverKilL. Report post Posted September 3, 2014 (edited) 10 startup 3 active 8 recovery is 20 frames total. the startup includes the first active frame by convention (Which is why a 5 frame move can punish anything -5 on block rather than punishing -6) so they overlap by one frame. may be, may be. (edited: you are right, all other moves are the same. Damn that was too good...) Also, are the 5K have jump cancel like before?? Edited September 3, 2014 by OverKilL. Share this post Link to post Share on other sites
Final Ultima Report post Posted September 4, 2014 So, during the 21on21 that occurred at Mikado the night before ARC REVOLUTION CUP 2014, Uki showed off some enlightening stuff.You can't see how this combo starts, but you can hear that it involves (DI) Grand Viper, and the video capture switches back to the game to show a full combo conversion. After the (even late) (DI) Tyrant Rave ver.Beta (RC), Uki recovers from Dragon Install and still has enough time to dash up and get the restand, but pushback prevents him from getting a full Grand Viper out afterwards.During the standard corner bread and butter, instead of going for the usual dash 6P > delay 5HS/2HS (JC) > Kudakero, 6P > Bandit Revolver after Fafnir, Uki demonstrates that dash c.S > 6P > Gun Flame, j.K > j.D > Kudakero, Bandit Revolver is possible on Chipp.This is the coolest Sol anti-jump combo I've even seen. Uki performs Gun Flame (YRC), then hits Axl out of his jump with a Bandit Revolver. Because of the slowdown, the Gun Flame hits ever so slightly after the Bandit Revolver, so Sol has enough time to land, hit with a 5K and go into a full combo, D-Loop and all. And it's not just Uki either, Suke (KSK) lands an IAD j.P > j.K > j.D > delay Kudakero, 6P > Bandit Revolver off an air hit CH 5HS against Bedman in the corner. It seems more than likely that you could do the same conversion without the Counter Hit. Share this post Link to post Share on other sites
king of heart Report post Posted September 6, 2014 Played against Arc Revo semi finalist Hasegawa I-No in Mikado's tournament today. managed to get a single clean round with Neutral only lolhttp://www.twitch.tv/joniosan/b/565690053?t=1h43m13s Share this post Link to post Share on other sites
Notwhoyouthink Report post Posted September 8, 2014 So, during the 21on21 that occurred at Mikado the night before ARC REVOLUTION CUP 2014, Uki showed off some enlightening stuff.You can't see how this combo starts, but you can hear that it involves (DI) Grand Viper, and the video capture switches back to the game to show a full combo conversion. After the (even late) (DI) Tyrant Rave ver.Beta (RC), Uki recovers from Dragon Install and still has enough time to dash up and get the restand, but pushback prevents him from getting a full Grand Viper out afterwards.During the standard corner bread and butter, instead of going for the usual dash 6P > delay 5HS/2HS (JC) > Kudakero, 6P > Bandit Revolver after Fafnir, Uki demonstrates that dash c.S > 6P > Gun Flame, j.K > j.D > Kudakero, Bandit Revolver is possible on Chipp.This is the coolest Sol anti-jump combo I've even seen. Uki performs Gun Flame (YRC), then hits Axl out of his jump with a Bandit Revolver. Because of the slowdown, the Gun Flame hits ever so slightly after the Bandit Revolver, so Sol has enough time to land, hit with a 5K and go into a full combo, D-Loop and all. And it's not just Uki either, Suke (KSK) lands an IAD j.P > j.K > j.D > delay Kudakero, 6P > Bandit Revolver off an air hit CH 5HS against Bedman in the corner. It seems more than likely that you could do the same conversion without the Counter Hit. Didnt I say stuff like the first one was possible right when the game came out? Sigh... Share this post Link to post Share on other sites
VR-Raiden Report post Posted September 8, 2014 Didnt I say stuff like the first one was possible right when the game came out? Sigh...What's your point? If you did, congratulations. Some people like seeing video confirmation of things. A post with links of examples is a lot more helpful than one like this. Share this post Link to post Share on other sites
Sesshyru Report post Posted September 8, 2014 DISTRIBUTE THE COOKIES VR and HOS is cooler. Share this post Link to post Share on other sites
king of heart Report post Posted September 8, 2014 I really wish to know how to connect BB after j.D j.D Fafnir. I saw Sharon doing it about a month ago and Uki did it in sparring mode on the 21 vs 21 video. Also I managed to learn some interesting stuff on Potemkin. You can do 2 Dustloop reps then Fafnir. You can connect a 5K into air combo from a midscreen riot stomp by delaying the airdash into j.HS Share this post Link to post Share on other sites
D.R.F. Report post Posted September 8, 2014 I really wish to know how to connect BB after j.D j.D Fafnir. I saw Sharon doing it about a month ago and Uki did it in sparring mode on the 21 vs 21 video. Is the bandit bringer after fafnir like a link? Thats what it sounds like Share this post Link to post Share on other sites
OverKilL. Report post Posted September 10, 2014 Sols GV in DI is like Gun Blaze, strikes with blazes. And as i know he can YRC it. Share this post Link to post Share on other sites
MasterXDrake Report post Posted September 10, 2014 The New Roman Cancel System! https://www.youtube.com/watch?v=ocFBgZz8278#t=35 Share this post Link to post Share on other sites
king of heart Report post Posted September 12, 2014 I never tried to YRC GV in DI. I will try it today. Share this post Link to post Share on other sites
Final Ultima Report post Posted September 18, 2014 CH 2D > Gun Flame, 5HS (JC) > IAD j.K > j.D > Kudakero (1) |> c.S (JC) > j.D > Kudakero |> 6P > Bandit Revolver Goddamn, best corner CH 2D combo yet. Share this post Link to post Share on other sites
Orrax Report post Posted September 18, 2014 Yeah, I was just about to post that. Sick combo. Share this post Link to post Share on other sites
D.R.F. Report post Posted September 19, 2014 Double kukadero is so swag:o I wonder how hard getting that IAD j.K. j.D is though Share this post Link to post Share on other sites
Orrax Report post Posted September 19, 2014 It's hard. Share this post Link to post Share on other sites