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SBRJCT

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  1. SBRJCT

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

    Yeah, you're right about Sin. So best practice is gonna be to not delay 5H at point blank, and max delay otherwise, just in case of weird hitboxes.
  2. SBRJCT

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

    How doesn't it hit right? I do it this way at all ranges and it works fine on those chars Fafnir works for. Which character did you try it on?
  3. SBRJCT

    [Xrd] Sol Badguy Critique Thread

    Probably nerves, but is there a reason you went (or go) for dash 2H after BR(2) RC? I've never had Fafnir fail there. I think in the corner you need to switch to 5k/2k-6p as your basic string since it's easy to hit confirm into big meterless damage or 2S on block to make it easier to stay in. He kept relying on FD to give him breathing space. When you realized this he ate so many WTs. I would've liked to see more neutral jump falling jS, microdash 2k/WT (he didn't backdash much, just FD'd). Also, more cross-up jK > 2D/WT after midscreen VV > TO. You lost a lot of opportunities giving up those opportunities.
  4. SBRJCT

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

    Against the average weight chars you can delay the 5H almost as long as possible and ever so slightly delay the Fafnir (basically don't do it as soon as you land) and it will connect. You need to do it this way if you're attempting 5k/2k-6p outside of throw range which should be almost all of the time.
  5. SBRJCT

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

    In general, you want the BR ender in the corner. It gives you enough advantage to walk (if necessary) out of throw range and still get safe jump set-ups or high-advantage GF YRC. After VV > TO you either safe jump from where you land (in throw range) or backdash GF YRC. Midscreen, either choice is viable. You can get similar options from either KD. For example, if you want a cross-up jK after BR you can dash GF YRC (for meter) or GF YRC IAD or dash jK, or (meterless) 66~8 jK for a slightly ambiguous cross-up based on how far you dash. I _think_ you can 66~8 jS or jH safe jump, too. I'm relatively certain for slower reversals than VV, but I'm not sure about VV.
  6. SBRJCT

    [Xrd] Sol Badguy Combo Thread

    That's gonna be character dependent. It should at least work on Slayer. Will be tougher on the others it works on.
  7. SBRJCT

    [Xrd] Sol Badguy Gameplay Discussion

    Those aren't his only fuzzies.
  8. This^. For instance, off the top of my head, Sol 2s-6h can only be FD high jumped out of. Clay: Are you saying that FD jump removes the dual air/ground frame and considers you totally airborne?
  9. SBRJCT

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

    It must've been me not doing it late enough. Because I also tried 4H on Sol when 4K didn't work, and he was backstepping that too. Thanks, I'll try it out again. Ah, based on the video, I wasn't hitting the jS as late as I needed to.
  10. SBRJCT

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

    Does Sol have a safe jump/reversal backstep catch OS? I couldn't make it work with jS, 5K.
  11. Someone should add to the wiki that BS forces 80% proration on rejected opponents.
  12. SBRJCT

    [Xrd] Sol Badguy Gameplay Discussion

    It's solid, but I'm curious how you use it. From right outside throw range I don't see any decent setups. Wake up would be the best time, but throw inv ruins it. Block set-ups that leave you close enough either lose to 2p (if it's set up with a lvl 1 or 2 attack) or require RRC (if the attack was lvl 3 like 2s). From even further back, I couldn't get 5S/2S > GF YRC, dash WT to work either. Can't YRC soon enough to dash far enough to beat the GF. Like above, though, it worked well with RRC. I'm not complaining about 50%, but feasible 25% options would be legit.
  13. SBRJCT

    [Xrd] Sol Badguy Gameplay Discussion

    Chain-2s-6h catches jumps unless they IB the 2S and FD high jump back. This string has the added benefit of 6h yrc, dash WT being a decent throw trap if they've stopped jumping, and you can 5S abare, etc. if they don't fear the throw. After 2S, 6H is about the only thing that'll catch an FD jump.
  14. SBRJCT

    [Xrd] Sol Badguy Gameplay Discussion

    I actually don't like the 6h ended anymore. I've been doing 6p > BR, walk back OTG 2k > GF. Good advantage for the jump games or standard post-GF oki. Also, if they like to tech 2k you get options there.
  15. SBRJCT

    [Xrd] Sol Badguy Gameplay Discussion

    It hits so late that you can reversal BD it. So an astute player might try that if they see the GF hitting late several times. It's probably me, but I recorded the late hit GF and whether it hits or barely whiffs seems to depend on spacing and their height when you 6P. I also can't seem to YRC it, only red. Can you get these things to work reliably?
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