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[Xrd] Sol Badguy Gameplay Discussion

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Does DI in this cause negative penalty after it's over? I can't tell from the videos if it just takes the meter or actually gives the penalty.

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TR does significant chip so it seems worth it to just throw it out as the timer ends.

edit: 6H ch into BB is officially a thing, seems to do insane damage as assumed too, he dropped the combo but it seemed to do a good 20% and his foes life was already very low so guts would have been kicking hard.

http://youtu.be/g5EOWV3K2jE?t=1h46m7s

Edited by Dreiko

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I have a lot to catch up on from the weekend, but has anyone tried messing with or seen fuzzy j.S RC to combo after it? I bet the slowmo is enough to come down on them with something after it hits. And if blocked maybe you can get a decent mixup off it.

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Catching up on vids, pointing out some examples of things people have either been talking about or not in here. Soon we will add some general info on his moves/combos to the first post and/or elsewhere now that we have real footage.

S Volcanic Viper looks like the pre-Slash version. It hits only once at a range where I'm positive Slash/AC/+R SVV would hit twice. Examples:

http://www.youtube.com/watch?v=HuFWeppx1AE&t=1h38m57s

http://www.youtube.com/watch?v=G5JWypA_lcI&t=54m35s

http://www.youtube.com/watch?v=G5JWypA_lcI&t=1h47m27s

http://www.youtube.com/watch?v=EjZwMXclQq8&t=3m20s

DI GV looks like it can be combo'd after, at least in corner and possibly midscreen, as discussed a few posts back. Looks like at least 5K would connect easily after it here:

http://www.youtube.com/watch?v=G5JWypA_lcI&t=55m20s

CH 2H appears to have untechable time similar to pre +R:

http://www.youtube.com/watch?v=G5JWypA_lcI&t=56m49s

Something I've been noticing a lot but here's one example. It looks to me like throw might not combo to 5K in corner anymore on anyone. However it appears to knockdown all characters now, which is good. I haven't seen anyone airtech after being thrown yet. Midscreen example a few seconds later.

http://www.youtube.com/watch?v=G5JWypA_lcI&t=58m08s

Air throw seems to not pop them up as high after connecting. Means less time for positioning on oki and looks like you can't 5K after in corner anymore. Examples:

http://www.youtube.com/watch?v=G5JWypA_lcI&t=1h44m58s

http://www.youtube.com/watch?v=bltGbksOYeQ&t=1m10s

crouch hit CH 5H > BB example:

http://www.youtube.com/watch?v=G5JWypA_lcI&t=1h35m57s

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Throw RC into 2H is possible but yeah, without RC I doubt any throw combos are possible. Also, I think GF fake YRC will be awesome for mixups/resets.

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I've seen throw RC bandit bringer connect, but it was in dragon install. I'm not sure if it works normally.

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Catching up on vids, pointing out some examples of things people have either been talking about or not in here. Soon we will add some general info on his moves/combos to the first post and/or elsewhere now that we have real footage.

S Volcanic Viper looks like the pre-Slash version. It hits only once at a range where I'm positive Slash/AC/+R SVV would hit twice. Examples:

http://www.youtube.com/watch?v=HuFWeppx1AE&t=1h38m57s

http://www.youtube.com/watch?v=G5JWypA_lcI&t=54m35s

http://www.youtube.com/watch?v=G5JWypA_lcI&t=1h47m27s

http://www.youtube.com/watch?v=EjZwMXclQq8&t=3m20s

You know, I didn't notice this until someone mentioned it before, but I've have to agree that the range is nerfed slightly. I've eaten enough VV's to know that at those ranges both hits would've normally landed. Normally Knockdown would've whiffed if anything, not the second hit of VV.

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You know, I didn't notice this until someone mentioned it before, but I've have to agree that the range is nerfed slightly. I've eaten enough VV's to know that at those ranges both hits would've normally landed. Normally Knockdown would've whiffed if anything, not the second hit of VV.

Yeah the return of reload style sVV isn't necessarily always a nerf at least. At the range where a +R 2 hit CH sVV would connect but knockdown kick wouldn't reach (can happen a lot without dash momentum), this style is better since the CH knocks them down.

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Yeah when you put in that perspective, Sol probably benefits more from that than knockdown whiffing instead.

I was watching some matches and noticing that this Sol was using 6hs occasionally at the end of block strings, it definitely looks about as fast as Order Sol's 6hs. I think it can also cause ground bounce on aerial opponents, so it could be good to catch the occasional back dash, overall it looks more practical especially with the removal of being in CH state throughout the entire animation.

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After watching the Mikado test stream last night, it would appear that the two additional hits of (DI) Fafnir occur before the standard hit does, or at least that's my assumption based on the fact that a reasonably far (DI) Fafnir on air hit still only deals one hit.

 

I was watching some matches and noticing that this Sol was using 6hs occasionally at the end of block strings, it definitely looks about as fast as Order Sol's 6hs. I think it can also cause ground bounce on aerial opponents, so it could be good to catch the occasional back dash, overall it looks more practical especially with the removal of being in CH state throughout the entire animation.

 

I want to say that the ground bounce is CH only (based on reported combos such as "combo into D-Loop > Fafnir > dash 6P > 6HS"), but getting a knockdown punish is still pretty good. 6HS definitely has more utility now, at any rate.
 

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After watching the Mikado test stream last night, it would appear that the two additional hits of (DI) Fafnir occur before the standard hit does, or at least that's my assumption based on the fact that a reasonably far (DI) Fafnir on air hit still only deals one hit..

I believe it's 3 actually not two, I've seen what you're walking about as well. But I only saw it blocked, I didn't actually see it hit another character.

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I said "two additional hits".

For a point of reference, you can see what I'm talking about at 19:58 in this highlight. (DI) Fafnir only deals one hit instead of the usual three. Also, if you check 19:25, you'll notice that Sol can combo off a Homing Dash mid-screen with the second hit of 5K.

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My bad, also the Fafnir caused tumbling/rolling on impact. I thought Fafnir only did that on CH, if that's the case then DI Fafnir my cause rolling on any hit.

@5d>5k that's interesting maybe that could be the start of a new dust combo mechanic as the game is fleshed out more.

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Fafnir causes the rolling on normal hit as well.

examples from 2nd post in here:

air hit http://www.youtube.com/watch?v=9ZDUy7JLPHA&t=60m39s

ground hit http://www.youtube.com/watch?v=9ZDUy7JLPHA&t=1h02m47s

and 6H knocks down on air hit, no bounce.

example from 2nd post in here:

http://www.youtube.com/watch?v=9ZDUy7JLPHA&t=26m21s

Don't know what happens on CH 6H air hit.

Adding a description of move properties we know so far to the first post today.

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The combo turned invalid as soon as the (DI) Bandit Revolver hit, so I don't think (DI) Fafnir (1) on air hit is appreciably different to regular Fafnir on air hit. I know CH (DI) Bandit Bringer causes tumbling though, so I wouldn't be surprised if almost everything that normally slides on hit causes tumbling on Counter Hit.

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I feel like I saw this said somewhere but couldn't find in here, Kudakero seems bad on a close instant block. Check these examples, he gets punished as the flame either goes behind them or they hit Sol before it activates and it doesn't trade.

http://www.youtube.com/watch?v=mmhhKq8ziSg&t=7m46s

http://www.youtube.com/watch?v=mmhhKq8ziSg&t=11m8s

Also think this is a universal thing but nice to see confirmation, after VV(2) RC you have air options, unlike before. He double jumps.

http://www.youtube.com/watch?v=mmhhKq8ziSg&t=14m42s

Ye old WT combos, but felt like making note of it since it's slightly better than the basic of the basic stuff most have been doing midscreen so far.

http://www.youtube.com/watch?v=frVL_t50b_0&t=8m53s

I wonder if c.S is neutral on block like in +R. It looks like it based on this? but can't tell exactly of course.

http://www.youtube.com/watch?v=re8IWL4jBDI&t=1m41s

A normal ground hit Kudakero hitting both hits, doesn't knock down.

http://www.youtube.com/watch?v=re8IWL4jBDI&t=7m57s

Also started adding general move info to the first post. If anything is wrong in there, or you know the answer to something, or info isn't listed yet and you know something, let's post about it so we know exactly what each moves properties are. I'll start adding video links people have been providing in here to the descriptions.

And has anyone seen 2S > 6H gatling? It was reported in one of the loketests.

Hey guys, I'm new to Guilty Gear but I'm learning this game. I currently live in Japan and I'll be playing a lot today with one of my buddies. Is there anything you'd like me to test out for you guys? I'll do whatever I can to bring in info while it's still arcade exclusive.

You can post here or tweet me @cynistar742 if you have something you want me to test. I'll be tweeting out my thoughts and things I figure out.

If you see this, it could be a simple thing to test. Does 2S > 6H gatling/chain? If so does it combo on counter hit (I assume it would?)

EDIT:

oh no, I think 2D would've reached here before? Proof of shorter range?

http://www.youtube.com/watch?v=re8IWL4jBDI&t=20m36s

Edited by VR-Raiden

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http://www.youtube.com/watch?v=MCPqMT9TRnM

Modified 3 rep D-Loop (third rep = after first j.D, do j.K > j.D) into ender possible on middleweights.

Modified 3 rep D-Loop into air combo > Kudakero > 5K > 6P > 6HS possible against Potemkin.

Bukkirabou ni Nageru > dash j.D side switch possible against Faust.

5HS (RC) > Bandit Bringer possible on both ground and air hit.

Video confirmation of 5HS > Gun Flame (RC) > f.S > (Gun Flame hits) > Bandit Bringer.

Bandit Bringer > Fafnir useful for added corner carry for corner enders.

Kudakero > HS Volcanic Viper -> Tataki Otoshi works as an alternative corner combo ender.

5D > Homing Dash > 6HS > Bandit Bringer possible even deep in the corner.

5D > Homing Dash > D-Loop possible against Faust deep in the corner.

Air hit 2HS (JC) > IAD j.P possible against Bedman (oh god, why).

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http://www.youtube.com/watch?v=MCPqMT9TRnM

Modified 3 rep D-Loop (third rep = after first j.D, do j.K > j.D) into ender possible on middleweights.

Modified 3 rep D-Loop into air combo > Kudakero > 5K > 6P > 6HS possible against Potemkin.

Bukkirabou ni Nageru > dash j.D side switch possible against Faust.

5HS (RC) > Bandit Bringer possible on both ground and air hit.

Video confirmation of 5HS > Gun Flame (RC) > f.S > (Gun Flame hits) > Bandit Bringer.

Bandit Bringer > Fafnir useful for added corner carry for corner enders.

Kudakero > HS Volcanic Viper -> Tataki Otoshi works as an alternative corner combo ender.

5D > Homing Dash > 6HS > Bandit Bringer possible even deep in the corner.

5D > Homing Dash > D-Loop possible against Faust deep in the corner.

Air hit 2HS (JC) > IAD j.P possible against Bedman (oh god, why).

I think that the j.D-KD part involves a super jump.

Air hit 2H (or 5H) iad j.P has been possible in every GG edition I've played thus far, so it working against Bedman doesn't seem too outlandish. In the previous games, the timing was very tight.

I'm really enjoying the stuff I see in that video. Looks like there are many more combo possibilities with Xrd Sol than I initially thought. Dustloop also looks like it should be easier against lightweights than in #R or +R.

What's the point of 214P at the end of combos? To build slightly extra meter? And those Dustloop>Kudakero combos were hella!

It does build meter, but 6H also has a lot of recovery. 214P should cut that a bit.

Edited by Orrax

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Kudakero seems to behave like Belial edge in those combos, that's very interesting. I can see kudakero > TR in DI as a great ender or maybe even TK PPB after it if it comes out quickly enough.

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Would it be possible to combo into Fafnir from Kudakero? I don't think Fafnir can be cancelled into so links are our only option. While we can do it from BB, I saw Sol do 6P after Kudakero. The startup to 6P and Fafnir shouldn't be that different, and it could possibly allow us to loop J.D more by relaunching then doing another Dustloop. Thoughts?

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I think that the j.D-KD part involves a super jump.

Air hit 2H (or 5H) iad j.P has been possible in every GG edition I've played thus far, so it working against Bedman doesn't seem too outlandish. In the previous games, the timing was very tight.

I'm really enjoying the stuff I see in that video. Looks like there are many more combo possibilities with Xrd Sol than I initially thought. Dustloop also looks like it should be easier against lightweights than in #R or +R.

 

I assumed it was a High Jump at first too, but on further inspection Sol doesn't seem to jump all that much higher than he normally does. It might just be the difference between an immediate j.D and doing j.D at max jump height. Doing High Jump might make it more stable against lighter characters though.

Regarding the air hit 2HS (JC) > IAD j.P: I'm aware that it's always been possible, my comment was more aimed towards the notion that its inclusion implies that we're expected to do it. I guess you can say that IAD j.P woes have become somewhat of an inside joke between VR-Raiden and myself in the Skype chat.

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