Jump to content

VR-Raiden

Moderators
  • Content count

    2,018
  • Joined

  • Last visited

Everything posted by VR-Raiden

  1. VR-Raiden

    [+R] Sol Badguy Q&A Thread

    Interesting, thanks. Could've sworn I couldn't get it but I'll have to try again, I'll try Jam's charged DP again too.
  2. VR-Raiden

    [+R] Sol Badguy Q&A Thread

    Orrax, I have actually never been able to safejump 3f moves with anything but j.P. Back when I was testing that a few months ago I determined that j.S and j.H simply can't connect within 3F of landing. I could safejump Chipp FB DP (4f) with them, but not Jam charged DP or Robo-Ky's high lvl DP (both 3f). I could only get those with j.P. Correct my if I'm wrong though, I did find this puzzling when I was looking at it. On timing the safejumps, it isn't so bad since Sol’s common knockdowns leave them face up, and a majority of the cast has the same face up wake-up timing. An easy method is after a Bandit Revolver knockdown (very common), walk forward a certain amount before jumping, and just know how long to walk on different wake-up timings. There's a chart on the dustloop wiki with all wake-up timings I'll have to find the link for. Here it is http://www.dustloop.com/wiki/index.php?title=System_Data_(GGACR)#Wakeup_Time Also this vid goes over the subject in some detail if you hadn't checked it out yet https://www.youtube.com/watch?v=R1KlHSzn1D8 Yeah the 6K+H OS is really good, literally only reason not to use it would be if you really want to throw them backwards for positioning, since 4K+H will give Faultless Defense instead. 6P+H is a common OS other characters use since most 6P can work as anti-airs as well. Usually almost anything is better than whiffing H normals. Oh and a universal good one is 4/6H+D, will give gold burst or throw.
  3. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Haha the last one is too cool. What I learned yesterday: - I actually got Fafnir after 1 rep dustloop from the thrown out of corner WT combo on May. So she appears to have the same issue as other lights, where being too deep in corner causes problems. But it may just be even more strict on her. - On RS airdash delay j.HS land 5K, I actually got it on multiple characters, so it's not Potemkin only. It appears to be possible on most if not all from about starting position. So like we already knew, RS gets some different possibilities at specific spacings, since it messes with the camera and fake walls so much. - no mash DI GV, 5K combos midscreen on Sin. I got TR to combo after that. Basic example I did: 5K > c.S > 5HS > no mash GV, 5K > TR, run to corner 5D > Homing Dash > 5HS, 5HS > tk.PBB - j.S fuzzy j.S(RC) falling j.D combos as expected. So we now have a universal(?) fuzzy that can be easily followed up, although expensive. I tried starting with j.K but it seems more difficult, since it doesn’t reach as low as j.S. EDIT: this was on stand hit but I dont see it failing on crouch hit like it would be if the fuzzy j.S hit. - SuperJ I tried that j.HSVV(1)(RC) as well and yeah it can combo to BB. And if they blocked it, I could totally see a airdash/low mixup being applied there, they are in loooong blockstun due to the RC. Also I've been looking at the OTG 2K GF(YRC) oki and have been having problems with the GF not connecting when they don't tech. I think this is a matter of delaying GF as much as possible off 2K, then maybe the YRC as well. But does anyone know if the wake-up timing after being OTG'd and not teching is universal? I have a feeling it is but I'm not sure. It would be a shame if this setup was character specific. I haven't been able to tell yet because CPU always techs when I don't want to them to and vice versa.
  4. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    I haven't looked at it much yet, but it does seem surprisingly tight to get the 5K link. I suspect it may be easier on lightweights.
  5. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Yeah no RC required, it just needs the right spacing. It's listed in midscreen overhead starters with a vid link. I tried it a little and it is very strict on positioning it seems. But luckily it is a spot where RS is more practical. Actually we should probably move it to near corner since it relies on BB comboing after Fafnir. Speaking of RS you can get some really funny combos off it midscreen on Potemkin. RS>6HS (not practical I'd think) RS>Fafnir (unfortunately GV won't reach off it unless he's going into corner. It's not a close enough Fafnir hit). RS > airdash delay j.HS land 5K to air combo RS > airdash delay j.D > Fafnir Gonna wait for training to compare all that but the delay j.HS to relaunch probably most practical. I think he's the only character delayed normals after an airdash don't hit behind at midscreen. Oh yeah RS > 5HS too, I think that may work on more than Potemkin though. Could go to IAD or RC BB routes.
  6. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    So looking at a funny DI thing we saw from vids a long time ago, a normal throw midscreen sets up the timing/spacing perfectly for super ambiguous dash jump > air DI > falling j.K. A few times I didn't even know what side it was coming down on. I wonder if cross-up protection would kick in those times though. as for more practical things, I looked a lot at combo routes on lighter characters (Millia, I-no, May, Ram) and we added some notes on combos for them. Ramlethal is fine due to her air hitbox reaching nice and far down, but Fafnir tends to miss on the others. If you're too deep in corner, Fafnir tends to whiff on Millia and I-no after a dustloop rep. On May I've never gotten Fafnir after a dustloop rep period. So an alternative to just doing 2 reps into air VV ender, you can do air combo to Kudakero but it gets a bit finnicky. On May there seems to be a sure-fire method, dash j.S j.D (JC) j.S j.D Kudakero (6P) BR was consistently working for me after 2 reps of dustloop in typical starters. On Millia and I-no, still looking at it, but similar stuff can work.
  7. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    It doesn't connect on grounded opponents unless they are in hitstun. They can also be standing there, blocking or not, and it won't connect even done at the lowest possible height. It's a weird move.
  8. VR-Raiden

    [P4AU] Ken Amada Video Thread (Updated 09/12/2014)

    When trying this out in training, I'd recommend recording Ken as the dummy doing the setup, then blocking as the player. The dummy settings aren't the greatest for trying stuff like this. If 214C whiffs when they don't tech, it sounds like Koromaru is not spaced properly when you input 214C. Might need to adjust the combo or timing of the 214C. Check out the Mixups/Oki/Gimmicks thread too if you haven't, there's been some more developments on this kind of oki lately.
  9. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    So some other interesting things I noticed today. I don't know how practical it is in reality, but tk.DI seems pretty dirty. You can vary the timing so that you can get j.S out immediately after, or do it so low that not even j.P comes out. Or land and low/WT. I tried some backdash YRC things. You can backdash YRC j.P SVV and combo after it in corner, however I'm unsure if that j.P would even connect on crouchers. Maybe Potemkin at least. j.K works too but really doubt that one would hit crouching. In DI, backdash YRC j.S > PBB combos. Definitely looks like it would work on crouchers. Also this is pretty cool, when thrown with flashing guard bar, ground throw counts as a CH now. Midscreen you can get dash 5K or f.S into 5H IAD stuff or RC BB routes. Corner you can link 5K into any dustloop routes. With how easy it is to rack guard gauge up with Fafnir, that could be useful. Oh and I tried the GF YRC WT trick, I think it's easier in this than it has been in the past. Seems like just a matter of getting YRC out as soon as possible after GF, then WT out as soon as possible. (example here https://www.youtube.com/watch?v=NdnS9Q7fhG0&t=2m26s one more funny thing, it's not exactly ground-breaking but it's pretty funny, if you were to jump in > air DI to bait an anti-air, then air HVV to punish, you get practically 50% Tension back and can then RC into Kudakero into combos. If you see they just blocked when you did DI, come down with j.S or whatever else.
  10. VR-Raiden

    [Xrd] Sol Badguy Combo Thread

    Final Ultima updated the first post to have all the combos which were in the wiki so far. Both will be updated as stuff comes up. Some character specific notes, I think I went through the whole cast but correct me if I'm wrong on anything. 5D > Homing Dash > 6H > BB etc fails on Faust. Any time you go for j.D, falling j.K (JC) > Kudakero route (such as after Fafnir), the j.K whiffs on medium-light/lightweights (Millia, Ino/May Ramlethal). Non-DI Kudakero loop, such as 5K > 6P > 5HS/2HS (JC) > [j.D > Kudakero]xN works on Slayer. I haven't found anyone else yet. It's also pretty finnicky and I haven't actually ended it, but got 3 reps once. Midscreen 2D > BR(RC) > airdash j.S > j.K > j.D > etc fails on Ky, nothing out of the airdash hits him. Haven't found anyone else like that yet. EDIT: Here is when I got the Kudakero loop on Slayer going for a bit http://www.twitch.tv/vrraiden/b/578835031?t=2h50m27s This was apparently in some Machaboo notes a while back but I hadn't seen it in match vids yet. Not sure how long it can go, maybe up to that. Also interestingly enough, PBB can connect on grounded opponents when tiger knee'd off 2H? http://www.twitch.tv/vrraiden/b/578835031?t=3h18m24s
  11. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Like we talked about a few posts back, I think the 1 rep to Fafnir to eventual Kudakero into BR route is preferred since it gives you a BR ender for very similar damage. BR gives you more time to do safe jump and related oki. Air VV isn't a bad knockdown but it's not quite as advantageous, you have less time after recovering before the opponent wakes up. More time means a couple things but for starters, you can walk forward a bit to gain more tension before needing to jump into safe jump oki, or getting close for OTG 2K GF(YRC) oki stuff. I also think the Fafnir route may give more tension, but need to try verifying that today. You could also say it's more stable, I feel like it is anyway. EDIT: It also depends on the starter, sometimes you don't do Fafnir after any dustloop reps. What I'm talking about here is really the difference between ending in air VV vs BR, which doesn't come into play unless you can't get Kudakero to hit properly. EDIT2: I tested combos from 2K 6P, the BR ender got noticeably more meter than doing 2 rep dustloop into air VV ender, and 6P 6H ender.
  12. VR-Raiden

    [Xrd] Sol Badguy Combo Thread

    Since we have practically training mode for bit, I figured we can open this thread for combo posting and discussion. I have been updating the combos list on his wiki for now http://www.dustloop.com/wiki/index.php?title=Sol_Badguy_(GGXRD)#Combos If you see a combo there that needs fixing or one that is not listed, post about it.
  13. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Yeah I think the Fafnir route is also preferred since it allows for BR knockdown as opposed to the slightly less advantageous air VV knockdown. Either the Fafnir Kudakero BR or if you already used Fafnir... j.D falling j.K j.D Kudakero BR enders seem best. I also wouldn't be surprised if the Fafnir route builds more tension, but havent paid attention to that yet. While I'm at it, so we know 2D GV on May and Ramlethal works, no mash GV. But I noticed on May it requires a very close 2D hit, whereas on Ramlethal it works from even max range. Still testing/adding wiki combos. I'm just putting them all there for now since it's easier for me. If it gets to be too many combos for the wiki we can easily move them to Combo thread later.
  14. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Just want to correct myself, you can YRC (DI) TR as well as PRC it, it's just a small window. And on that WT combo, it's actually not that hard, just need to do GF early as possible. Doesn't look character specific at all.
  15. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Yes you change direction after double jumping. I can look at that but the reason you always see them land is that if you jump cancel to try continuing pressure or cross up again there, it creates a big gap. I think you should be able to fuzzy j.S/j.D off j.K but it's not the easiest thing to test on cpu. I'll be trying for it though to at least see it combo or be a blockstring. Tried some other random theory things, like jump-in cancelled to DI > low airdash j.S or land low/throw. I'll see if you can YRC after DI into the same thing to maybe keep them from escaping or DPing. It seems you can't YRC DI TR. I got CH 2D > link 5K on I-no. I thought that only used to work on the super lights before but I'd have to double check. By the way the wiki has a good amount of info already in it, but I'll be helping fill in some more things with the help of the demo. Also some combos already there, will be adding more. Feedback on it in general is also welcome. I can't get WT GF dash j.D like NOB did, it's either hard or character specific. I could see it being that actually, he did it on Chipp. Sin seems to have Ky air hurtbox where j.D can't hit him super low, I could be wrong though, need to look at it again. Oh yeah and it's like everyone's been saying, but the height restriction on tk.Kudakero is really strict. You have to be above the opponent completely before it's allowed to come out.
  16. VR-Raiden

    [P4AU] Ken Amada Combo Thread (Updated 09/30/2014)

    Ok thanks. I might know what's going on here now. The combos I listed that say they go into 214C oki go into proper, meaty 214C oki. I remember having problems spacing Koromaru correctly when using 236D before the slam, such that they could roll the 214C. So that is probably why damage is lower. If they can roll 214C that is worth noting so if you don't mind, check that too.
  17. VR-Raiden

    [P4AU] Ken Amada Combo Thread (Updated 09/30/2014)

    You mean like in the 5A vs far 5A combos? Yeah that is the case there unless I wrote the damage wrong. The 5C 2A+B route is easier as for getting proper 214C oki if I recall. The damage routes look like they do a little more too. But other than that, yeah might as well do the other route. From close 2A and 2B, the 5C 2A+B is the stronger route as far as I can tell. They are in the immediately available section, the delayed availability section is for those times you can't get that 5C 2A+B. And if a combo isn't listed, it's more likely I just never got to adding it or testing it. I wanted to have more in there by now since there's still a ton worth mentioning. But it takes me a while. I never did get a co-mod when I asked, I will probably have to ask again in order for these threads to keep up to date regularly from now on.
  18. VR-Raiden

    [P4AU] Ken Amada Video Thread (Updated 09/12/2014)

    https://www.youtube.com/watch?v=DvZCaSk9aKU more Kubo
  19. VR-Raiden

    [+R] Sol Badguy Critique Thread

    Indeed, I drop an alarming amount of combos. I'm gonna work on consciously recognizing when I'm dropping in matches and switch to easy mode stuff. On the backwards airdash thing, I've been trying to eliminate it completely but I think it reared it's head again vs Slayer if I recall. I typically used it to give myself better positioning, and CH a throw attempt during my airdash with j.P/j.D when their throw whiff extended their hurtbox forward. Better players aren't mashing throw there so it's highly gimmicky and I'm not gonna jump over like that anymore if I can remember. Until we get glorious cross up j.K in Xrd. Yeah I can't be tooo disappointed getting wrecked by Sym, he's hands down best Millia I've faced. Thanks for the advice as always.
  20. VR-Raiden

    [+R] Sol Badguy Critique Thread

    Been a while, but posting my most recent tourney matches. Got at least 2 more +R tournies this year, one being this weekend. If anyone (like Orrax ) has any advice on matchups or Sol in general and can find the time, please share. I'm mainly concerned with my performance vs Axl, Millia, and Eddie (this matchup forever torments me). But advice on any is welcome. UFGTX https://www.youtube.com/watch?v=6n8m-hULXuU&t=1m20s vs Justice (win, win) https://www.youtube.com/watch?v=lIJZPnIhCrM&t=1m19s vs Baiken, Anji (win, lose, win) - Don't know what to say about the first Anji match, I got kinda overwhelmed and forgot what Anji was? dunno https://www.youtube.com/watch?v=wzuJ9laW7kk&t=8m33s vs Axl (lose, win, win) - I feel like I make a ton of risky choices in general in this matchup. I hate his 623S, I always mistime safejump j.S, so I will probably just use j.P on him from now on unless I can really get the timing. It sucks when it trades. Oh yeah this one cuts off but it ends in 5 seconds after that, I run up WT to kill. https://www.youtube.com/watch?v=AB6VY8XCvbo&t=7m44s vs Millia (lose, lose) - Can't say much here I made really stupid choices and got mixed up to death. I feel like I usually play this matchup better but alas. SJ8 https://www.youtube.com/watch?v=knRyx6MWiQQ&t=0m10s vs Johnny, Sol (win, win) https://www.youtube.com/watch?v=qoO-gXtKE1c&t=0m10s vs Ky (win, win) https://www.youtube.com/watch?v=exVxyAzhZhg&t=10m02s vs Potemkin (win, win) https://www.youtube.com/watch?v=H5DUE7UQXHE&t=1m00s vs Slayer, Eddie (back and forth, I win in the end) - I drop a horrendous amount of dustloops. At some point I should've just said screw it and done easier combos, but it did pay off when I actually got it last match. random 5D's were FB Fafnir, and the last one was me thinking I had a burst lol... https://www.youtube.com/watch?v=VgCok7KM5Kg&t=16m42s Eddie (mostly lose) - Kinda same as above matches. But I felt like I played more scared and didn't make as many big reads.
  21. VR-Raiden

    [P4AU] Ken Amada Gameplay Discussion

    Hop cancel does seem pretty useful for him. In that Kubo guide he listed 1 blockstring with it with 2B(1). I looked at some 236C+D stuff recently and posted things similar to what you're describing it sounds like. Yeah couldn't get gapless airdash mixup in pressure, but off corner you can with meaty 236C+D after DP or 236236A knockdown which is pretty cool. They can't be OTG by it there either for some reason. If you want you can post stuff like that in the oki/mixups/gimmicks thread (I think I'm just going to rename that to "How to Hit People" so it's more encompassing). Thanks for sharing the findings.
  22. VR-Raiden

    [P4AU] Ken Amada Combo Thread (Updated 09/30/2014)

    The damage ones are fine, but the 214C oki I'm not getting Koromaru spaced correctly at the right time, did you try wake-up roll and upback from this? Also 214C oki is better from ~A ender. They can opt to take the 214C as OTG from ~B.
  23. VR-Raiden

    [P4AU] Ken Amada Combo Thread (Updated 09/30/2014)

    It sounds like just a matter of being accurate with your inputs, it takes a bit to get used to Ken's combos. Have to be careful not to do any extra inputs. I had a similar problem early on, it takes concentration to press the buttons at the exact right times between inputs, practice and you'll get it down.
  24. VR-Raiden

    [P4AU] Ken Amada Gameplay Discussion

    https://www.evernote.com/shard/s422/sh/6346b769-1a1f-4fe1-9f81-ce5904298afe/ee4eb744660d5b329321ea9293e71a36 Kubo's Ken guide. The last section mentions some good blockstrings. Google translate is all I have to work with but lots of stuff can be made sense of. Buckling/bending = crouch absolute = 214C/D
  25. VR-Raiden

    [P4AU] Ken Amada Video Thread (Updated 09/12/2014)

    A.X.I.S. linked me this earlier, lots of Kubo Ken matches http://www.nicovideo.jp/watch/sm24585081
×