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VR-Raiden

[Xrd] Sol Badguy vs. Sol Badguy

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  • Use this thread to discuss the Sol Badguy matchup.
  • If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.
  • Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.
  • This post will be updated to collect useful info over time.

Round Start:
  • ...

Neutral:
  • ...

Offense:
  • Wake-up timing: 53f face-up, 49f face-down.
  • Safejump Option-Selects: OS 4K, 4c.S hit backdash and safe to both VV and TR (must be deep). 6P hits backdash but not safe to VV.
  • On regular safejump timing, you can bait reversal DP (RC) attempt with an air backdash, but it cannot be performed below about head level or it tags you.
  • j.S > fuzzy j.P/j.S works.

Defense:
  • Overheads: 5D (24f startup, -13 on block)

Punishes:
  • Dust: dash 5K, c.S, f.S/2D on block depending on range.
  • Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, punish whiff with c.S.
  • Bandit Revolver (close range): throw on normal block, 5K on IB. CH 6P, VV, BS on reaction.
  • Bandit Bringer: throw on IB or air IB. Air throw, HSVV, BS on reaction (note he can YRC up to the peak).
  • Tyrant Rave: after flash up close; throw (this also beats TR > YRC). up close; block first hit > HSVV/TR, block first hit > DI > HSVV/TR, IB first hit > dash WT. far away; block first hit > DI > GV/TR, IB second hit > dash f.S. When Sol is cornered: block first hit > slight delay RS.

Combo Notes:
  • ...

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Punishes: (a lot for this guy)

Bandit Revolver

- Punishable if you block it up close (the later in the animation you block it, the better it is on block).

- IB up close is a free throw or 5K punish.

- 6P can CH it.

Bandit Bringer

- Throw on IB or jump IB

- air throw, HSVV or Blitz Shield on reaction.

- Note he can YRC until about the peak of the jump, right before he punches down.

Kudakero

- Punishes depend on how close Sol is when you block it.

- From farther range, where the flame will hit you after the dive kick, you can IB the dive then HSVV, or TR punish.

- From closer range, especially on IB of the dive kick, the flame will whiff behind you, allowing easy punish with 5K or c.S.

- You can also jump IB > falling j.K punish.

- HSVV on reaction is always an option. Or Blitz Shield.

- CH 2D on reaction surprisingly works pretty well if timed right, and combos to BB since it's an air hit.

- Another option is running under him if he is close, then 5K/c.S/2D as he lands. This is good since it prevents an RC on block.

- Note he can YRC on the way down, but not for more than the very beginning of his descent.

Wild Throw

- It recovers fast, and he can YRC it. You can neutral/FD jump and punish assuming he doesn't YRC.

- neutral jump > falling j.S > j.D > Fafnir or dash f.S > 5HS IAD/(RC)BB routes.

- neutral jump > falling j.S > j.H(1) > 2D/f.S into knockdown or far range RC routes.

- You can throw him out of the startup (4f) but keep in mind it can outrange throws.

- You can hit him out of the startup, but if he is setting it up well that won't work often. Anything throw invulnerable will beat it, like VV.

Volcanic Viper

- Punish with c.S when he lands.

- If he does Tataki Otoshi to delay his fall, and you did c.S with usual punish timing, you can easily recover and punish when he actually lands. Note he takes counter hits now even after landing if he does this. Even CH 6HS can punish when he lands.

- Punish is the same for SVV and HSVV, you just have to move into position and punish. If you couldn't get close enough in time, just f.S or 2D can work too.

Grand Viper

- Easy punish with c.S when he lands.

- He can't YRC or PRC it, if it whiffs he's getting punished.

- On hit, you can burst the first rising hit (the knee) to make the uppercut whiff, then punish with 5K/c.S/whatever as he lands.

Dragon Install > Tyrant Rave

- There's a big gap before the beam.

- Up close you can CH 2D after blocking the first hit.

- From farther you can GV under the beam after the first hit.

Riot Stamp

- You can 6P/Blitz/VV on reaction (easier farther from corner he his), but keep in mind he has a while to YRC it.

I'll edit in any I forget, or if anyone sees anything I didn't mention feel free to chime in.

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Against safejump oki you can just fuzzy jump to block a meaty safejump, and jump out of empty low/throw or delayed air dash attacks. Block until he can't make a falling jump-in connect, then jump and block again. It pretty much eliminates mixup opportunities for him and limits his options to always doing meaty into pressure or baiting the jump with air throw. Or using YRC OS to punish. Meaty can be reversal Blitzed and if you know he wants to air throw you, and you don't jump, then you're in an advantageous situation. Reversal backdash can also avoid the meaty but he can OS to punish. It's an option to try for until he does.

As Sol, you also have 6K+HS throw OS which also blows up a lot of options when he jumps in. Slightly higher risk at higher rewards than fuzzy jumping.

If it's a good GF YRC jump-in setup on oki, neither of these techniques will be effective. You'll need to rely on blocking or DAA, or Blitzing the GF. In empty 2K vs airdash j.S mixup, the 2K will connect first typically.

At round start, 5P is pretty low risk and counters f.S which is a very common choice from him. He can CH 5HS to call that out.

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If you IB DI Kudakero, you can throw him before the explosion connects as long as you're in range. This is pretty big because it wastes DI time and negates his huge frame advantage.

Fafnir is now +2 on block, -2 on IB. You can disrespect much easier than before, especially on up close IB.

WT is way easier to whiff punish now. Later I'll add punishes here. I suspect you can jump it and land into c.S, or maybe even airdash j.S.

 

EDIT:

WT punishes:

- On neutral jump, you can land into c.S. Or just falling j.S j.D as before.

- On back jump, you can airdash j.P.

- On backdash, you can dash c.S/6P. Example RC combo from 6P which is probably close to max damage you could get:

dash 6P > GF RC > 6HS > BB > Fafnir > BB > GF > 6P > GF > j.K > j.D > Kudakero > HSVV = 225

or

c.S > JI 5HS > GV RC > BB > Fafnir > dash GF > 2HS > HSVV = 250

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