king of heart Report post Posted October 24, 2014 I was spoused to 6P into DI but I got TR instead. But i kept missing the 4th Kudakero to get enough tension to land a DI.TR at the end of the combo. Share this post Link to post Share on other sites
VR-Raiden Report post Posted October 24, 2014 Added a nifty 5D homing jump combo when it brings them into corner. 5D > Homing Jump > j.D (JC) > j.D (JC) > j.D (JC) > j.S > j.D > Kudakero |> 6P > BR Only works on Potemkin and Axl as far as characters in the demo, 2nd hit of Kudakero whiffs on the rest. I didn't try on Bedman because I have yet to run into him...does he only appear when you play as Ky or something? I also tried running tk.SVV |> 5K into the usual stuff, it was working on everyone except May that I tried. Didn't try on Ramlethal yet but I assume it may just not work on the lightest characters. Or maybe just not May, since Ram has that nice air hurtbox. Need to try Potemkin too, have a feeling he'll fall too fast. Someone more familiar with #R details may already know. The corner carry on it is hilarious. Share this post Link to post Share on other sites
KD-D Report post Posted October 25, 2014 I booted up reload to see how it worked, using these settings and got: on May: tight link on Pot: too heavy; unlikely but 1-frame link on Chipp: consistent on Millia: semi-tight link; roughly 2-3 frames on Dizzy: easy Note: *I've average execution, any reload head can correct any of this *In general, it is easier after a low air dash; could just be me though Share this post Link to post Share on other sites
VR-Raiden Report post Posted October 25, 2014 Oh cool thanks, I actually did get it on May today after trying again on her so that makes sense. And I just tried on Potemkin and couldn't get it, so that matches, it's either hard or not possible. I think it works on everyone but Potemkin as far as characters available in the demo.From starting position, I got running tk.SVV on Chipp into the standard corner combo. All the damage.It's also cool if you RC the first hit, you can combo on hit, airdash/low/throw on block since they're in blockstun for ages. Same as we were talking about before on a jump in VV but from tk.Added CH 6P combos today, the last one in Near-Corner is literally full screen carry, any farther back and the camera zooms out so 6P can't wall bounce anyways. It's CH 6P > delay BB > airdash j.S j.K j.D > Fafnir > ender. Share this post Link to post Share on other sites
TITANIUM BEAST!!! Report post Posted October 25, 2014 A combo I didn't see in the Combo Thread that's pretty good: 5S(f)-5HS -> RC, BB, dash 5S(c or f)-5HS -> IAD j.K-D -> Kudakero, 6P -> BR Works from ranges where Fafnir after BB won't push to the corner. Fafnir after BB route does slightly more damage. To get an idea of spacing, after using WT on a cornered opponent, hit them with 5HS -> BR, and then from that spacing hit with 5S(f) at max range to start the combo. Another small note from perusing the wiki, Tyrant Rave as a reversal has one advantage over VV, in that it can be YRCed or PRCed. So when you have 75% meter, you can risk a TR and buffer the YRC so that if the opponent baited and it whiffs, you get off scot free. Share this post Link to post Share on other sites
king of heart Report post Posted October 25, 2014 A combo I didn't see in the Combo Thread that's pretty good: 5S(f)-5HS -> RC, BB, dash 5S(c or f)-5HS -> IAD j.K-D -> Kudakero, 6P -> BR Works from ranges where Fafnir after BB won't push to the corner. Fafnir after BB route does slightly more damage. To get an idea of spacing, after using WT on a cornered opponent, hit them with 5HS -> BR, and then from that spacing hit with 5S(f) at max range to start the combo. Another small note from perusing the wiki, Tyrant Rave as a reversal has one advantage over VV, in that it can be YRCed or PRCed. So when you have 75% meter, you can risk a TR and buffer the YRC so that if the opponent baited and it whiffs, you get off scot free. Actually i am trying to improve my IAD's on the stick since i used to be a pad player for 10 years so the best way i found is to buffer 9 during the HS then tap 6 on jump animation. but it seems that the window for IAD is so tight. does anyone know how many frames ? also it seems that normals doesn't come out during the AD start up. Regarding TR i think it's best advantage over VV is the horizontal range since some meaties like Ky's 6HS whiffs VV on max range. Share this post Link to post Share on other sites
TITANIUM BEAST!!! Report post Posted October 25, 2014 I never have consistent success IADing by using buffers, so I use the same technique that I use with HOS and use a HJ IAD. The additional input time seems to help with getting the airdash out with the right timing. Landing the hit afterwards is also just a matter of input timing. You cannot cancel the very first frames of an airdash, but you can cancel into attacks much earlier than it seems. Share this post Link to post Share on other sites
stickystaines Report post Posted October 26, 2014 I always thought the rule about IAD after a normal in GG was that if you jump (9) before you connect, you have to do 66 to actually get an airdash out, but if you jump on the active frames of the moves you can just press one 6 to get an air dash. That's how it's always felt to me anyway, os i always try to jump during hitstop. Share this post Link to post Share on other sites
r0b0t Report post Posted October 27, 2014 A combo I didn't see in the Combo Thread that's pretty good: 5S(f)-5HS -> RC, BB, dash 5S(c or f)-5HS -> IAD j.K-D -> Kudakero, 6P -> BR Works from ranges where Fafnir after BB won't push to the corner. Fafnir after BB route does slightly more damage. To get an idea of spacing, after using WT on a cornered opponent, hit them with 5HS -> BR, and then from that spacing hit with 5S(f) at max range to start the combo. Another small note from perusing the wiki, Tyrant Rave as a reversal has one advantage over VV, in that it can be YRCed or PRCed. So when you have 75% meter, you can risk a TR and buffer the YRC so that if the opponent baited and it whiffs, you get off scot free. I am having trouble connecting the j.K-D does it work on Sin? Or is this a character specific combo. I am certain I am IADing correctly but the kick wont connect, If I IAD and J.P instead it connects. EDIT: oh hJ IAD?? Share this post Link to post Share on other sites
king of heart Report post Posted October 27, 2014 I am starting to get the Mugen reset more constantly i hope i can use it in actual matches https://www.youtube.com/watch?v=75IW15Ej65E Share this post Link to post Share on other sites
TheRandomGamerD Report post Posted October 27, 2014 Too bad the rocks that shoot out from Sol's Dust aren't counted as projectiles... that'd be pretty sick. Share this post Link to post Share on other sites
D.R.F. Report post Posted October 27, 2014 I am starting to get the Mugen reset more constantly i hope i can use it in actual matcheshttps://www.youtube.com/watch?v=75IW15Ej65E Swag. Share this post Link to post Share on other sites
Uncivilized Elk Report post Posted October 28, 2014 I am starting to get the Mugen reset more constantly i hope i can use it in actual matches https://www.youtube.com/watch?v=75IW15Ej65E Cool. To get out of it do you just delay the tech a bit? Share this post Link to post Share on other sites
xlolxlolx Report post Posted October 28, 2014 you wakeup, block the gunflame j.hs, and pray you fuzzy jump whatever comes next Share this post Link to post Share on other sites
Uncivilized Elk Report post Posted October 28, 2014 you wakeup, block the gunflame j.hs, and pray you fuzzy jump whatever comes next Huh? How are you supposed to wake-up when you're never grounded to begin with? Or do you mean you first eat the gunflame after the 2K (which is the first techable hit) and that will let you hit the ground? Share this post Link to post Share on other sites
Kaizen Report post Posted October 28, 2014 Don't tech the 2k, just take the knockdown (the GF won't hit OTG if you don't tech), then you wakeup into the GF and prepare for a trip to mixup city. Share this post Link to post Share on other sites
VR-Raiden Report post Posted October 28, 2014 I don't think that setup works on people with longer face-up wake-up timing (Chipp for example). Need to check some vids. I'm not convinced I'm doing it properly in general, need recording in training to be sure. Share this post Link to post Share on other sites
TITANIUM BEAST!!! Report post Posted October 28, 2014 Just another day or two before we lose demo access. I've recorded a ton of stuff, hopefully I can pick through it and put together the actual good stuff to share. Share this post Link to post Share on other sites
king of heart Report post Posted October 28, 2014 The best thing to do is eating the gunflame on purpose because it's the last thing a Sol player would think that it would happen. But of course a good Sol player will react and hit confirm it which is totally not me. Share this post Link to post Share on other sites
VR-Raiden Report post Posted October 28, 2014 Oh yeah, yesterday I was able to get 6P > 5HS > 2 reps > Fafnir > dash 6P > 5HS (JC) > j.D > Kudakero |> 6P > BR on Potemkin. Didn't work on Sin, had to do HSVV end like the combo king of heart showed a while ago. So this works on heavy weights since you don't have to delay at all between reps in order for Fafnir to connect. Maybe it'll work on Bedman too. I only got from 6P starter so far, didn't work from 2K 6P or airdash j.S j.D. And on lightweights, the most consistent alternate to j.VV ender after 2 reps I've found on them is simply dash j.D > Kudakero |> 6P > BR. Comparing the 2 on Sin, it's hard to tell damage/tension gain differences by eye, gonna compare them again in training. After Fafnir, I've found 1 rep > delay j.D > Kudakero |> 6P > BR most consistent on them, as opposed to the falling j.K ender. But again need training to compare exact damage difference. This being for May, I-no, Millia when deep in corner where Fafnir won't hit. Ramlethal is fine with deep Fafnir. And falling j.K ender fails on all 4. Share this post Link to post Share on other sites
king of heart Report post Posted October 29, 2014 To get a clean hit Kudakero after j.D j.K jc j.D. You have to jump cancel. - neutral if you did a dash jump D. - forward if you didn't dash. Share this post Link to post Share on other sites
r0b0t Report post Posted October 29, 2014 I am starting to get the Mugen reset more constantly i hope i can use it in actual matches https://www.youtube.com/watch?v=75IW15Ej65E I have been able to get this reset on just about everyone in the arcade that sol can face. I think it works on just about everyone. And I definitely remember getting it on chipp. I am about 60% with this setup. Share this post Link to post Share on other sites
VR-Raiden Report post Posted October 29, 2014 To clarify, what I meant by it "not working" is I don't think the GF connects if they wake-up after not teching, when you do the GF YRC at the timing/range that allows the air grab reset. I was under the impression this setup was meant to both grab air techs and have GF connect meaty if they don't tech. It feels like slower face-up wake-up characters make the GF pass them before they wake up at the range and timing where air throw catches tech. Hoping I'm wrong. Chipp may be the only one it's an issue on actually, he's at 59 wake-up and the next slowest who is in the game is Slayer/Axl at 54. Assuming these are all the same, which it seems like. Dunno about new characters. Do people still have access to the demo? I still do even though I know I got ps+ trial over 14 days ago. Figure it will kick me off soon but just wondering. Share this post Link to post Share on other sites
TITANIUM BEAST!!! Report post Posted October 29, 2014 I think today is the last day that the demo is available to play at all. Wouldn't be surprised if it won't let me boot it up once I get home tonight, since it will technically be 10/30 in Japan by then. Share this post Link to post Share on other sites
GundamSFS Report post Posted October 29, 2014 Found a nice combo video of Sol https://www.youtube.com/watch?v=O8Hmyy0m6Q8 That last combo with P.B.B reset is crazy Share this post Link to post Share on other sites