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VR-Raiden

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Everything posted by VR-Raiden

  1. VR-Raiden

    [Xrd] Sol Badguy Combo Thread

    Yeah that's fine, this thread is for combo discussion as well as posting, so go ahead.
  2. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Yes you have to input as 2147S for raw GV, it doesn't auto JI. I tried 5K c.S (JI) GV (RC) neutral double jump BB Fafnir on Ram, since she's light I wasn't able to get anything good after the last GF. But didn't try for too long, maybe have to just do something simpler like c.S 2HS BR.
  3. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Here are 2 things I looked at today, midscreen-to-corner 5D homing dash possibilties: https://www.youtube.com/watch?v=hIYQW5JVIOo and JI GV: https://www.youtube.com/watch?v=cP_jiSYW8Kc The second combo actually does more than using GF (RC) route it seems.
  4. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Yeah I heard about it right before the demo came up again so I was messing with it today. You can JI in the string before GV, or do it raw as 2147S to get air options after the RC. On some if you fully mashed GV the BB wouldn't hit in time. On Ramlethal with something like 5K(1) > c.S(JI) > 2D > GV, you can also neutral jump and you still have time for BB. It's probably got some good applications, like if you got 50% during GV, or started from raw GV. I wasn't having much luck getting Kudakero in the ender though, was stopping short after BB, Fafnir with something like dash c.S 2HS BR. also the video thread was updated by Final Ultima with a few Sendu combo vids, check them out. Lots of really specific, optimized stuff. The Zato only(?) corner throw combo hurts like hell (throw RC GF BB Fafnir dash GF c.S j.D Kudakero 6P BR).
  5. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Yes getting familiar with Sol in +R will help, the really basic stuff is essentially the same. Check his dustloop Xrd wiki, I think many of your questions can be answered there. http://www.dustloop.com/wiki/index.php?title=Sol_Badguy_(GGXRD) It's mostly filled in at this point, but it's a continuous work in progress. Check the first post of the video thread here for a list of top JP Sol’s. Machaboo, Mugen, 012, Uki, Roi are some worth watching. Yes Sidewinder is gone. But he is more than fine without it.
  6. VR-Raiden

    [+R] Sol Badguy Critique Thread

    Nah the JP demo is over, and the US one doesn't start til next Tuesday.
  7. VR-Raiden

    [+R] Sol Badguy Critique Thread

    Use this thread to post videos of your Sol and get feedback from other users to help you improve. Post match videos from other players or combo/strategy videos in the [+R] Sol Badguy Video Thread.
  8. VR-Raiden

    [+R] Sol Badguy Critique Thread

    Thanks. I get sad watching this again. I used to play Sol mirrors every day -_- I can't really explain the air BR FRC other than I'm just experimenting with it too much ever since being able to do it (can do it on stick, never got good at it on pad). what you mentioned is actually something I think playing Xrd demo for 2 weeks did good for me, I have seemed to dial back on a lot of fancy stuff that I dropped most times anyway in favor of basics. And apparently, I'm gonna be stuck in demo vortex once again shortly! :P
  9. VR-Raiden

    [+R] Sol Badguy Critique Thread

    Dude thanks for pointing out so much, I can tell it took a while. I definitely appreciate it, especially since I'm bound to run into them at NEC. I also have a +R "local" this weekend but NEC will likely be the last +R tourney I truly care about (and even then I will have Xrd so not sure how much lol). Having played the demo I can tell my +R game was affected in some minor ways, some for the better and some for worse. When I get some time I'll review those matches and confirm what you advised or questioned. I did look at Eddie a bit since then and should at least be better at poking summon in blockstrings and FD jumping out or punishing 2S > far drill. At TFC (right before I stained my hands with Xrd demo) I lost to Blake&White Order-Sol in winners, then got eliminated by PacStrife in a Sol mirror of all things. That was the only streamed match: http://www.twitch.tv/funkyp/b/577090845?t=4h58m50s I already know a few reasons why I lost, but if you have time to add anything feel free. I don't use 6K+HS well, he does. I used empty FB Fafnir once and instantly regretted it. I safejump when he has VV RC and it ended badly for me more often than not. I did a lot of bad double jumps and not respecting 5K AA. Panic a lot on defense. My frame traps were terrible and I got mashed out with 2D a lot. Failed VV punish was huge in the last match and I completely fall apart after that. Thanks again!
  10. VR-Raiden

    [+R] Sol Badguy Q&A Thread

    Use this thread to ask any questions about Sol Badguy in +R.
  11. VR-Raiden

    [+R] Sol Badguy Q&A Thread

    There isn't a lot comparable between them unless we're talking super generally, but Sol is one of the simpler characters when compared to the entire cast.
  12. VR-Raiden

    [+R] Sol Badguy Q&A Thread

    2P > delay 2D, and 6P > delay c.S/2D are also good. Also c.S > delay 6P/2D. 6P and 2D are the most rewarding so when possible those are good to use. c.S and 6P give the most options on block if they didn't get frame trapped. 5HS/2HS can work too but they aren't as practical. VV is the ultimate frame trap tool since it can't lose if your timing is off and usually just beats whatever they do other than block. Also can be used when you're at more disadvantage than other frame trap options. Of course it's risky without RC. Idea is to use frame traps at points in blockstrings which the opponent has been encouraged to press buttons, such as tick throw points or ambitious pressure restart attempts. So there are plenty other times you can apply them but these are some common examples.
  13. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    I definitely noticed that on Venom in the demo, I remember having Kudakero whiff after j.SVV combo in corner for example. But I think I got it to work with slightly altered timing? I don't remember it happening on Zato but wouldn't be surprised if Venom's not the only one. Must be a hurtbox thing, maybe they're more narrow at the time Kudakero usually connects. also thanks for that confirmation on DI vulnerability in that stream archive, didn't think the frame data was wrong but it's nice to see it.
  14. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Haha nice. I guess the j.S wasn't quite meaty there according to the frame data. I would've liked to have had more time to look at it, but sadly I started messing with it in the last few hours I had access to demo. After getting frame data I'm starting to think it's practical use will be somewhat situational. Partly because I suspect that in a lot of situations you could use it, there would be more practical choices. I'm wondering how it would be after a blocked RS, perhaps go through an opponent’s 6P attempt there for a punish, or allow pressure if they didn't do anything. As a mixup tool with tk.DI I'm a bit skeptical that will be usable outside of just doing it after a corner knockdown. Feel like it requires them to sit there for a bit to set up otherwise, and if you got them sitting there, that's what WT is for. I also just want recordings to play back and see just how strong the high-low there really is. Really wanna look more closely at it...just 1 more month.
  15. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    That's a shame, guess it makes sense that they allowed it to be YRC'd then. Can't use it as BS wake-up option. I think that also indicates that ground and air have the same frame data. If ground was really 19+2 and invul was 7-19f, the 2f after flash would get hit by the GF in that example on the first page of this thread where Sol does DI>TR as a GF is on top of him. I guess the GF doesn't reach him until 7f into DI. Here is where this happened: http://youtu.be/kjCzpj5HPfQ?t=2m19s Another clip I want to rewatch is when air DI dodged Venom j.HS (assumed to be airthrow) in that day 1 ASW tourney. Need to wait til I'm home to look at that again. Here https://www.youtube.com/watch?v=9ZDUy7JLPHA&t=1h00m59s But yeah it's still a lot of invul to work with. Just not quite as busted as I thought.
  16. VR-Raiden

    [+R] Sol Badguy Q&A Thread

    Finally put +R in again and tried, dunno what I was on before but yeah I am able to safejump j.S the Robo-Ky and Jam 3f DPs. Also j.HS(2) worked on Jam's. Good to know!
  17. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    You can do that but if they're in blockstun it'll be a Red RC so more costly. But I could see it working there, or say tiger knee'd off a jump cancel move on block or something.
  18. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    I hadn't really looked before but you're right the tension gain is surprising off that. Also, https://www.youtube.com/watch?v=1vK-oQijE5Q Interesting thing I was looking at today. DI can be YRC'd, no surprise there, but has some good implications. The invulnerability on DI lasts the entire duration before the super flash. If you YRC before the flash, it doesn't take tension for DI, so it will only take 25%. So essentially you can get a max of 18f of invulnerability before YRCing. Kind of like Faust 5D YRC. I could see using this to make reversals whiff then punish, or if they didn't reversal, just pressure after the YRC. Works on air version as well, and tk.DI YRC makes for potential high/low/throw mixup since it stops your air momentum. This could also be used on wake-up potentially, so long as they don't outlast the DI invulnerability and hit the YRC startup.
  19. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    To clarify, what I meant by it "not working" is I don't think the GF connects if they wake-up after not teching, when you do the GF YRC at the timing/range that allows the air grab reset. I was under the impression this setup was meant to both grab air techs and have GF connect meaty if they don't tech. It feels like slower face-up wake-up characters make the GF pass them before they wake up at the range and timing where air throw catches tech. Hoping I'm wrong. Chipp may be the only one it's an issue on actually, he's at 59 wake-up and the next slowest who is in the game is Slayer/Axl at 54. Assuming these are all the same, which it seems like. Dunno about new characters. Do people still have access to the demo? I still do even though I know I got ps+ trial over 14 days ago. Figure it will kick me off soon but just wondering.
  20. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Oh yeah, yesterday I was able to get 6P > 5HS > 2 reps > Fafnir > dash 6P > 5HS (JC) > j.D > Kudakero |> 6P > BR on Potemkin. Didn't work on Sin, had to do HSVV end like the combo king of heart showed a while ago. So this works on heavy weights since you don't have to delay at all between reps in order for Fafnir to connect. Maybe it'll work on Bedman too. I only got from 6P starter so far, didn't work from 2K 6P or airdash j.S j.D. And on lightweights, the most consistent alternate to j.VV ender after 2 reps I've found on them is simply dash j.D > Kudakero |> 6P > BR. Comparing the 2 on Sin, it's hard to tell damage/tension gain differences by eye, gonna compare them again in training. After Fafnir, I've found 1 rep > delay j.D > Kudakero |> 6P > BR most consistent on them, as opposed to the falling j.K ender. But again need training to compare exact damage difference. This being for May, I-no, Millia when deep in corner where Fafnir won't hit. Ramlethal is fine with deep Fafnir. And falling j.K ender fails on all 4.
  21. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    I don't think that setup works on people with longer face-up wake-up timing (Chipp for example). Need to check some vids. I'm not convinced I'm doing it properly in general, need recording in training to be sure.
  22. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Oh cool thanks, I actually did get it on May today after trying again on her so that makes sense. And I just tried on Potemkin and couldn't get it, so that matches, it's either hard or not possible. I think it works on everyone but Potemkin as far as characters available in the demo. From starting position, I got running tk.SVV on Chipp into the standard corner combo. All the damage. It's also cool if you RC the first hit, you can combo on hit, airdash/low/throw on block since they're in blockstun for ages. Same as we were talking about before on a jump in VV but from tk. Added CH 6P combos today, the last one in Near-Corner is literally full screen carry, any farther back and the camera zooms out so 6P can't wall bounce anyways. It's CH 6P > delay BB > airdash j.S j.K j.D > Fafnir > ender.
  23. VR-Raiden

    [+R] Sol Badguy Q&A Thread

    Hmm I don't think so. Not sure what that's coming from. In +R max reps you can get is 2 before having to end. Strangely enough I couldn't find a chart on the current wiki, but this old page has it http://dustloop.com/guides/ggac/data/charts.html some info is outdated on there I'm sure but the gravity chart seems fine. Higher gravity = lighter weight in the terms people tend to use. Kliff acts like lights(1.10), and Justice acts kinda like medium-lights(1.05), I don't know their exact values but that's just what I gather from combos on them. Not really sure on Justice, sometimes she seems more like medium. And there are some random exceptions in certain combos. No prob that's what this thread is for.
  24. VR-Raiden

    [+R] Sol Badguy Q&A Thread

    On dustloops, dashing for the 2nd rep is required on Ky and Eddie as far as I remember. Robo-Ky and Johnny cause problems too on the 2nd rep, it will only work if they were higher up than normal after the 1st rep if I recall. I got in the habit of just always dashing for the 2nd rep since it doesn’t hurt (this is seemingly not the case in Xrd for whatever reason, dustloops are slightly different). And on the lightest characters, you just can't get 2 reps (Baiken, Bridget, May, Kliff, Jam) (also not the case in Xrd). And I think more often than not, Sol's goal can be described simply as getting within range of Wild Throw. Wild Throw and the fear of it is one of his main ways of hitting people.
  25. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Added a nifty 5D homing jump combo when it brings them into corner. 5D > Homing Jump > j.D (JC) > j.D (JC) > j.D (JC) > j.S > j.D > Kudakero |> 6P > BR Only works on Potemkin and Axl as far as characters in the demo, 2nd hit of Kudakero whiffs on the rest. I didn't try on Bedman because I have yet to run into him...does he only appear when you play as Ky or something? I also tried running tk.SVV |> 5K into the usual stuff, it was working on everyone except May that I tried. Didn't try on Ramlethal yet but I assume it may just not work on the lightest characters. Or maybe just not May, since Ram has that nice air hurtbox. Need to try Potemkin too, have a feeling he'll fall too fast. Someone more familiar with #R details may already know. The corner carry on it is hilarious.
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