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Cross

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Everything posted by Cross

  1. Cross

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Thanks for the responses everyone, so glad I could guess some clarity on the issue.
  2. Cross

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    but the thing is, when I do a block string from the safe jump he blocks the entire thing, yet he says I would have gotten grabbed if it wasn't a true block string or sumn. Like I would do safe jump S, 2p>5hs(saw mugen using this a alot recently and it has been working well for blowing up mashes) but he never gets hit? I'm very confused.
  3. Cross

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Got a question about Sol's safe jump oki(or rather safe jump oki in general) Basically I have a friend who says he presses grab and block at the time that the jump in attack would hit meaty. What ends up happening is that if I go for the safe jump S he blocks it, if I try empty jump low/wild throw I get grabbed. Is this legit? Shouldn't I counter hit him if hes pressing 4HS if I go for the meaty safe jump S?
  4. Don't have access to the game atm, so I have a quick question does 9 or 3 HS result in a throw/airthrow input? Or does it have to be strictly 6HS?
  5. Cross

    [Xrd] Sol Badguy Gameplay Discussion

    Yeah, I know it's not something you spam but I just wasn't really seeing the use if it meant a punish if it was blocked every time, but what you said about them not looking to IB it while looking for Gun Flame makes lots of sense. Thanks for the response.
  6. Cross

    [Xrd] Sol Badguy Gameplay Discussion

    Can someone educate me on using Bandit Revolver in blockstrings? I see the Japanese Sols use this a lot. What's the mindset behind this? I would guess it's to beat jump out attempts and get some safe jump oki going, and I see it that you can also combo from it on counterhit but isn't it punishable on instant block? Is it one of those things where you throw it out there and if it works it works and if not you get punished for it? I can't see why it would be good if that's the case...
  7. Cross

    [Xrd] Sol Badguy Combo Thread

    Thanks for the advice, I'll play around with the timing for the Gun Flame and I'll try to dash after the first Kudakero.
  8. Cross

    [Xrd] Sol Badguy Combo Thread

    Hey, > is cancel into, be it a gatling or a normal into a special (,) signifies a link, meaning you have to wait for the first move to fully recover before doing the second (HJC)> IAD is High Jump Canceling a normal and then immediately instant airdashing
  9. Cross

    [Xrd] Sol Badguy Combo Thread

    Hey ya'll, looking for a little help with some combos. May, Millia and Ino are known to have problematic hurtboxes when it comes to Sol's combos. I just found out that we can make Sol's regular corner route work on them by changing up the timing of the 5HS JC. I'm having trouble with two other routes on those 3 characters: Mid screen CH 2D > GF, 5HS (HJC) >IAD j.K > j.D > j.VV -> (delay) TO and In corner CH 2D > GF, 5HS (HJC) >IAD j.K > j.D > Kudakero, c.S(JC) > j.D > Kudakero>6P>6HS For the first one, the j.K>j.D is the problem, with Sol sometimes reaching behind them after the j.K and the j.D hitting them from behind and sending them flying in the opposite direction. I can't seem to tell why this happens, as sometimes the combo works just fine. For the second one, the second Kudakero sometimes wiffs completely. Again I can't really see what this issue is, as I've tried at different spacings and it works sometimes. Any advice on getting these two combos to work consistently on May, Ino and Millia?
  10. Cross

    [Xrd] Sol Badguy Combo Thread

    Near corner you can go a different route with BB>Fafnir, but I'm talking about mid screen or with your back to the corner. What I want to know is if it is possible to dash all the way up after Bandit Bringer to land 5K close enough to allow the aerial component to connect properly from a max range f.S. I feel like I'm maybe dashing too late which allows them to tech but I cannot for the life of me seem to get it.
  11. Cross

    [Xrd] Sol Badguy Combo Thread

    Ugh yeah, I'm tired. TO whiffs, as you said I seem to be too far to hit it. The combo loses quite a bit of usefulness if it cannot be done at max f.S range.
  12. Cross

    [Xrd] Sol Badguy Combo Thread

    Sorry, I made a mistake. The combo is actually: f.S>5HS>RC>BB>dash 5K>2HS(jc)>j.S>dj.S>j.HS>VV I can't seem to get right under them after Bandit Bringer when I do the combo from max range and it causes the air VV to wiff.
  13. Cross

    [Xrd] Sol Badguy Combo Thread

    Trying to practice the f.S>5HS>RC>dash 5K and it seem's like from a max range f.S that the air VV seems to wiff entirely? Is it not possible to dash up far enough to get right under them with 5K from max range f.S?
  14. Cross

    [Xrd] Sol Badguy Gameplay Discussion

    And if for whatever reason they're pressing buttons after 2S, ch 6HS leads to massive damage.
  15. Cross

    [Xrd] Sol Badguy Gameplay Discussion

    Makes sense. Thanks for the response. The video shows some very solid gameplay overrall.
  16. Cross

    [Xrd] Sol Badguy Gameplay Discussion

    ^Those Uki videos are up on goldenrody's channel. Good footage. I need some help understanding something. In this video here: https://www.youtube.com/watch?v=Aq7uJl34Wo0 both Kazunoko and Bonchan use block strings ending with 2S and then run all the way up to the opponent and continue pressure. I tried this a lot at a casual session today and got counter hit alot. Is this bad timing on my part? I know 2S is +3 on block.
  17. Cross

    [P4AU] News & Gameplay Discussion

    :0 I was misinformed. Thank you.
  18. Cross

    [P4AU] News & Gameplay Discussion

    Sorry if this is the wrong place I'm not seeing Ken up for download in the US PSN store. Anyone know whats up with that?
  19. Cross

    [Xrd] Sol Badguy Gameplay Discussion

    well yea that's what I figured I was just going by what fenrir hades said. I'll test it for myself and report back.
  20. Cross

    [Xrd] Sol Badguy Gameplay Discussion

    So meaties do actually beat throws on wake up? I guess I was misinformed,thanks. Thanks for the post. I'll practice while taking all of this into account.
  21. Cross

    [Xrd] Sol Badguy Gameplay Discussion

    I'm trying J.S safejump oki off 2D and Bandit Revolver but my opponent is still hitting me with reversal Volcanic Viper. For some reason I cannot seem to safe jump properly at all. I have also tested it myself in training mode and I'm also able to reversal Volcanic Viper my way out. Any tips on this? Also, just to be clear, going for empty jump mix ups leaves me susceptible to wake up throws right? In SF4 meaties beat throws but that doesn't seem to be the case here.
  22. Cross

    [P4A] Yu Narukami - Combo Thread

    I've been using them a while lol, can't seem to find any more optimized combos but I'm lazy so I could probably look harder.
  23. Cross

    [P4A] Yu Narukami - Combo Thread

    Here are the combos I do, don't really know if they're optimized or not. BnBs -5A 5B 2B 2AB 5D -5A 5B 2B 5Cxx214D Anti Air confirm -2B 5C j.BB j.B JC j.BB j.Cxx214A All out Attack C variants -j.BB j.B JC j.BB j.B j.2A -j.BB j.B JC j.BB j.Cxx214B D variants(In corner) -5B 5C j.BB j.B JC j.BB j.Cxx214B Grab(In corner) -5A j.Cxx214A 5AAA backdash cancel -5B 5C j.BB j.B j.BB jCxx214A OMC -Air Grab OMC 2B 5C j.BB j.B j.BB j.Cxx214A -Grab OMC Dash 5B 5C j.BB j.B j.BB j.Cxx214A -5B 5Cxx214D OMC 214B Dash JC j.Cxx214B 2B j.Cxx214A 5AAA backdash cancel If anyone has any better combos or corrections, please post up. Got them from a combo vid.
  24. i have no clue what to do with cs2 hazama
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