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Nives

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Posts posted by Nives


  1. i think 6H is more practical, especially for things like 6P -> 6H. 2H is more useful for just late cancelling gunflame from a pressure chain to try and get a counterhit GF. though isnt this a BB -> FRC thread? BB -> FRC really isnt all that useful other than for gimmicks.


  2. shoryu really doesnt listen to anyone. it just looks like he wants to post and not have any real response to it other than praise.

    I really don't care what total strangers think about my ability in the game.

    then stop posting your opinion online.

    If you want to use Dust Loop a lot, then that's your choice, but I personally prefer winning without it. I just enjoy the matches a hell of a lot more.

    you didn't even read my post did you?

    It has nothing to do with an inability to execute the move, or a lack of talent in using it.

    again with trying to defend your position and praise yourself for being a good player? nobody wants to hear that. if you want to see it written somewhere, please get your own little white board and a black marker, then write it out yourself "i am the best", and hang it up in your room then.

    In my opinion, the fact that it was removed in later games alone acts as proof that the designers felt it was too easy to abuse. It might also just be in my own experience with it, but it also seems to be one of the only combos that the opponent can't break out of, and that's why I called it abuseable. The amount of damage it does just added to the feeling.

    So the designers wanted to take out a number of loops in the game? so what? "one of the only combos that the opponent can't break out of? what game are you playing? because it isn't guilty gear.

    I join these forums to get involved in communities where I can make friends and have discussions, but 9 out of 10 times they're just full of people looking for excuses to taunt others, and I find that extremely immature.

    no your not. you are just trying to post your opinion and have nobody bring up any points to counter your statement. you just want people to nod and smile.

    I might not bother discussing games online anymore, because it seems like the people I run into are just looking for a good reason to attack the talents of others, maybe to try and make themselves look cool or something, but it really isn't working for them. I came here to find some good Guilty Gear players to have conversations with, but I'm tired of wasting my time with people who think they know everything, and are deluded enough to think that anyone with slightly different views is a 'newbie'. It doesn't look like I'll meet anyone here close enough to me to have some good games anyway, so nevermind.

    i posted legit reasoning behind where your statement falters, and you just shoot it down with just "its my opinion, don't argue with me". you bring in the same attitude to everyone else's response. nobody welcomes that type of an attitude, which is why it is a discussion board. people bring up points in order to DISCUSS. you have to be kidding yourself.

    you talk like you are better than everyone else here? spirit juice sums it up, so i won't push that point any further.

    bottom line, you aren't discussing. you just want to "state" things.

    if you don't want to "discuss", fine, and good riddance.


  3. because they're really not that cheap in general since they're not endless. If it's desperate, I'd prolly use it, but generally speaking it just leaves a bad aftertaste in my mouth. Judging a person based on whether or not they abuse Dust Loop isn't a very wise idea.

    dustloop is also not endless.

    it seems a bit naive to claim that because it is good and therefore used quite frequently, or "abused", it becomes cheap.

    there is a sirlin article about this. i think it was playing to win? talking about roll canceling?

    personally, when it comes to a game, and people start talking about having some sort of principles by limiting what they can do in the game, i think that is just ridiculous because you have a good tool and you don't use it. it is like having the availability of a hammer to nail something, but you say "hammers are cheap. it seems repetitive that people use a hammer all the time to pound in nails. i m going to push in nails with my thumb instead." that's great and all, you found your own method. just don't complain about any shortcomings you have later on, like "my thumb hurts like hell, why is it so difficult to pound in nails?".

    turning the situation around, you seem to be claiming then that people who abuse it aren't really good players then? or you want to formulate an opinion without people having a counter argument to it?

    you seem extremely defensive about what you have to say (i.e. talk about your execution when really that doesnt help your argument, and also constantly talking about how you arent a horrible player, because that doesn't help either). you are welcome to your opinions, but if you plan on posting it in a forum thread labeled "general discussion". you are going to get a critique on it in comparison to other people's opinions.

    -----

    anyhow, there is no reason to continue arguing on the situation because it really has nothing to do with accent core - sol. if you choose not to use sidewinder loops, i can just copy and paste the above.


  4. I didn't mind having to do a few more combos against my opponent in order to beat them, because it just meant I needed enough skill to last long enough to get those extra combos in, which I had no problem doing.

    landing mixups is a luxury. being able to break someone's defense and get in that damage makes you a threat, otherwise your options just arent as scary in order to really create a mind game (i.e. i punch you in the face, it hurt, let's do something else otherwise you might get punched in the face).

    with that type of mentality, why not just win without combos at all? combos are CHEAP! if you really had skill, you should last long enough to survive with pokes alone.

    can people win with pokes alone? sure, but it sure would help if they did more damage. dustloop was essential in #R, just as sidewinder is essential in AC. the term "essential" maybe subjective, so what does that personally mean to me? it means that you need it in order to not severely destroy your ability to win against the whole cast.

    if the only threat of messing up a DP, or having my DP get blocked, is getting poked. i am going to horribly, and i mean horribly, abuse DP.


  5. i think BB -> FRC grab is more fancy then useful. you midst as well save the tension. if u want to keep up pressure tk.BR -> FRC is faster than BB -> FRC. generally after GF -> FRC, ideally you want to reset them with 5K. if they are FD-ing a lot after they jump out, you airthrow them, and if they are FD-ing, u have plenty of time to dash airthrow.


  6. DP is really reliable if your opponent is attacking instead of guarding: it will always hit.

    everyone's sarcasm pretty much answers that. that is a ridiculous mentality.

    Super safe j.H and j.S only work as a meaty, outside they are DP beggars as much as any other attack.

    generally you do happen to do mixups when people are waking up or on the offensive, but there are other places you can do DP-safe j.H and j.S.

    Next to that, j.S and j.H are option select backdash/guardable, after guarding those two attacks there's a little 5 frame gap where... you guessed it: your opponent can stick something in, some opponents can even use option select to guard any chains coming after j.S and j.H courtesy of autoguard: IG j.S, enter 623 quickly and if a low came you get guard, if there was a delay in the string you press H to DP anything else. And thanks to the IG, you don't get fuzzy guard and because he did it to avoid the DP he can't do another air attack without doublejumping.

    there isn't a 5 frame gap. i hope you aren't claiming that because of VV's execution time. also even if u IB j.S or j.H, at the right height, there really isnt something you can do that is guaranteed. also if the person is trying to bait the DP, usually there is a delay in the string, where then u DP into the stratosphere.

    your mentality is assuming you always know what your opponent is doing, and that is generally not the case. sort of like how i mentioned before.


  7. But if you keep him out of throw range he can't use it, even if he gets in throw range attempting to do that mixup risks an uppercut in his face.

    you could say that for anything. DP is not reliable. this type of situation only works if people know when you are going to DP every single time, which doesn't happen. you are also assuming everyone has a DP to use and use at the moment where sol is going to mix up into hit/throw.

    not to mention, sol has DP/super-safe j.H and j.S.

    its moot to argue tiers here, i was just saying that sol is better than people give him credit for. the reason he isn't high or top in the game is mainly because his tools aren't as strong, not because he is missing something (like everyone here is trying to rationalize for).


  8. Thanks for the info, Nives. I have a follow up question, though: what are some good ways to punish predicted jumps and backdashes? It seems like 5K and maybe airthrow could be good for predicted jumps, 5H could get most backdashes, and Fafnir could punish both. Anything I'm missing or am mistaken about?

    5K is really good for punishing jumps and backdashes. while 5H is active for 2 frames, 5K is active for 8 frames.

    Seems to me like Sol doesn't have much in the high department. The mixup you might be looking for would be low or throw, not high or low like you might be thinking. Tick throws are gonna be your friend more than standing dust. This also contributes to the fact that Sol is considered a C-tier character. Some characters can mix you up high, low, or throw, but Sol is more low and throw with a sick dragon punch. ;-)

    sol's low and throw game is his strongest mixup, but that doesn't mean he doesnt have a high and low game. it isn't as good as other characters, but I don't think its horrible. its generally whether or not sol will hit twice from a high position, or hit once, then land, or there are a bunch of other options. j.S -> j.D, or you can even mix in bandit revolver FRC from really low, or early j.H into airdash, and then mix in throws. what makes a throw game strong is when people focus too much on the high and low mixup and forget you have a strong throw, and then you remind them. you can actually go into a number of variations and just be creative.

    i actually don't think sol is C-tier. i do believe he is better than that. i wouldn't say A-tier, but maybe a solid B. this actually isn't really worth arguing too much, since the middle tiers to lower tiers all have very flexible boundaries, but just pointing it out that, personally, sol is stronger than you think.


  9. I'm curious about Sol's frame traps. I'm already using some, such as 2S->5S(f), 5P->5S©, 2P->2P/6P/2D, and I've even had some success with j.K->5K and 2K->2K (surprisingly enough), but it seems like I could be doing more. I would think that 2S->2D and j.S/j.H->2D might work as well, or maybe even 2P/5P->5H since it gatlings but doesn't combo. Are there any others I should know about, or any ones that I'm currently using that really aren't safe?

    2K, 5S (both far and close), 2D, and 5H are all negative. so ending it with all of those don't give you frame advantage.

    only thing is with 2K, if you do it at max range, your safe, and you can keep your offense on top of them. 2D pushes people out pretty far, so your generally safe, and 5H is jump cancellable, which also makes it safe when you do. though your only safe, so it still cuts off continuing your offensive. 5H may be debatable, so i wont put that under my previous statement.

    good thing to keep in mind is 2P gives you frame advantage, and it is late cancellable. 6P is also late cancellable, and you can cancel your recovery at any time. 2S is really good for frame traps in general. there are a number of options you can open the game to if someone blocks the 2S, like baiting jumps, dash and attack, 5H, etc., etc., all depends on what your opponent has a tendency to do.


  10. I hope you aren't serious with that comparison. >_>

    and i hope you read the part that said "by your logic", because it illustrates a point.

    I looked further into and saw that Isa pretty much doesn't use 2K at all, so I decided to post it here to see what you people thought........

    you have to stop asking why is it he doesn't use a specific move, but why in certain situations he decides to use a specific move. what is he trying to accomplish?


  11. While it is true that 2K snuffs out many moves at close range, that non-prorated damage seems so useful, just for a 4 frame sacrifice. = \

    4 frames makes quite a difference.

    they are 2 different moves used for different purposes.

    by your logic, 6H is superior to 2S in every way, better guard build up, better damage, better dizzy damage, and blah blah ... when i start combos with 6H they do more damage then if I do combos that start out with 2S. The 3 frame difference in start up is a small price to pay.

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