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Posts posted by LockedAndClush

  1. @Illyrian

    1. Riot Stomp has it's uses when cornered. With your back to the wall, it has 16 frames of startup, which makes it Sol's fastest overhead. It can also avoid low moves, even some far slashes and such, if done correctly. If you use it too much (or against good players in general), your opponent may start pressuring you in ways that hit you out of the startup. Limit the use of RS whenever possible.

    On a side note, if it does land, you do not need Dragon Install to combo after it. Just do air dash forwards and then j.HS>HSVV-TO

    2. First of, don't do what you just described. It's a waste of meter, since 6HS on grounded opponents causes basically instant OTG state (even when they slightly bounce). While the Fafnir afterwards connects, it doesn't connect fully - it's an OTG (off the ground) hit, which means the damage and hitstun scale greatly. 

    Basic moves to Roman Cancel depend on the type of RC - moves to Yellow Roman Cancel for neutral/pressure, and Red Roman Cancel for other situations. With YRC at first, you should stick to Gunflame. It allows you to move behind the Gunflame and approach this way. In pressure, doing Gunflame after certain moves on block (like c.S, f.S or even 5HS and 2D if you time it correctly), you can do YRC to run right back in and start pressuring again. 

    For (red) Roman Cancels, you want to keep two basic options in mind. 5HS RC BB is one, and HSVV RC is the other.

    The former is a basic ground confirm from further away. If you connect 5HS at max range you can do RC into Bandit Bringer and run up to continue the combo. Full notation would look like this: f.S > 5HS RC BB > 5K/c.S >2HS (jc) j.S (jc) j.HS>HSVV-TO (you can use c.S in the middle to add a little more damage, but it requires stricter timing and is much easier if you were closer to the opponent; at max range stick to 5K for reliability). 

    The latter is a more defensive option. If you're getting pressured and have 50 meter, HSVV RC allows you to check your opponent and get out of pressure, or, if you beat them out of moves or simply catch them not blocking, it will allow you to fully reverse the situation and do serious damage. Any typical ground to air combo will work after HSVV RC hits, like 5HS > 2HS (jc) j.S (jc) j.HS>HSVV-TO. Keep in mind that you can only RC Volcanic Vipers on block or hit - if your opponent avoids the move somehow (with a good backdash and such), you're left defenseless. 

    3. Zoning can be a pain in the ass for Sol, but that's just how it is. You must use the moves with best hitboxes (like 6P that has invulnerability over the knees or 2D which just low profiles under a lot of moves) and proper aerial approach (well timed super jumps or instant air dashes) to get around the options your opponent is choosing at that very moment. Using YRC without any move before it, just to get the slowdown, can be very effective, since it gives you time to get closer and see what your opponent was doing. In case of Axl, your best choice is whiff punishing - play patiently, since he will try to take the initiative when you're far away. Once he does something that you can punish, or at least use the gap he creates to approach a little bit more. Dash carefully and remember to dash break on the ground (hold back and tap two buttons other than Dust to cancel your run and block instantly). For Elphelt the rule is similar, although she wants to keep you at medium distance before she can put you in the corner. Block and remain patient until she is forced to reset pressure with Bridal Express (for the most part punishable if instant blocked) or a grenade (you can hit her out of grenade cocking or throw startup with f.S, if you notice it early enough). 

  2. 38 minutes ago, Pomparomp said:

    i thought rev removed the invuln from blitz, but instead gives you a free followup blitz so a baited projectile blitz isn't a super awkward situation for both parties?

    No, Revelator gives you the option to not get invulnerability on rejection and get the charge attack followup if you hold the button down (which in itself has a continuous Blitz-like rejection property until you release it). If you don't perform the followup, Blitzing is pretty much identical. 

    This example is most definitely just the post (non-charged) Blitz invul going right through I-No's Overdrive. It only has 7 active frames, and while I can't find data on how much invulnerability does a reject give, it's apparently more than that. 

  3. 15 hours ago, Cross said:

    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. 

    The situation is rather simple - your friend is using the blockstun of j.S to option select a throw by pressing 4HS as you land or would've landed. If he's in blockstun, pressing 4HS won't give him anything, but if he's not in blockstun, he'll get a throw. It would also work if you did low air dash moves or if you do a blockstring afterwards. There are ways to blow this up though. By showing your opponent that you can counter this, the empty jump into low will suddenly regain it's effectiveness (limited as it is, as VR-Raiden pointed out), and you'll overall force him to consider more options on wakeup (making it more likely he'll guess wrong). 

    First of all, it's important for you to try to space these safe jumps so you're outside of your opponent's throw range. Obviously this makes your follow up pressure weaker, but at this point what you want to do is punish your opponent for auto piloting something. Thankfully it's not impossibly hard to do with Sol, even his j.P can be spaced in such a way, that without IB, you'll land outside most throw ranges.

    So try using j.P for safejumping . It's short startup will allow you to press it low over the ground, making it harder for him to react to it, but that isn't the most important part. j.P is a level 0 move - what this means is that he will leave blockstun much sooner. If you combine this with landing outside of throw range, you create a frame trap. Since he's using 4HS to get block or throw, he cannot OS his throw. This means he'll most likely perform some big, slow and cumbersome normal. This is a perfect spot to stick a 2D or 6P (matchup dependent) in there. Both get good reward on counter hit and will discourage just auto-piloting the 4HS on his part. You could even use a well spaced empty jump 2D or 6P (once again dependent on the opposing character and their 5HS hitbox and frame data), which will also blow up the attempt to throw. 

    A low air dash with a few moves (as Kikuichimonji already pointed out) might also beat him for trying to press that 4HS. Be careful to use a fast startup move after the dash though (a j.P is best, and then continue the string into other moves), because he could theoretically hit you with the resulting 5HS, which would be bad. This is good, because it doesn't really weaken your pressure afterwards, but gets beaten by anti-airs. 

    As I mentioned before, the j.P options sacrifice pressure for the sake of trapping him for doing that one specific option select. For the most part, you're better off doing your normal safejump pressure and then looking for a frame trap. Your friends OS is quite clever, and will work very well against careless attempts at the meaty/empty jump low "mixup". What you need to do now is punish him for it a few times, and he'll stop. Then, you can start mixing it up with other options - actually try empty jumping from up close (he may be good enough to react to the distance of your safejump, so keep observing his reactions), safe jump from further away and go in for Wild Throw (since you taught him to respect the frame trap afterwards and not carelessly press 4HS). Maybe he will start mashing 2P's and 5P's then, so you can go for that Mugen frame trap you mention. There are plenty of options you can use when safejumping to create an opportunity for damage, but you need to enforce respect in the first place. Mix it up, use all available options and observe the opponent's reaction to truly get the best out of all of the tools you have. Thankfully, 6P and 2D are a godsend at times like these. 

  4. Wild Throw is very effective after 2P as you mentioned, but 2K can also be used for tick throws and a low. It's good to learn to see it connect to convert to 6P>5HS>sj IAD>j.P>j.HS>HSVV-TO (or a j.K>j.D>Kudakero>ender variant near the corner). 

    Frame traps are essential for Wild Throw pressure too. Even the basic 2P delay 6P delay 2S things will discourage your opponent from pressing buttons when pressured. Many strong options for Wild Throw become available after 2S. While it's not really a tick throw (has too much pushback), it's +3 on block, so you have plenty of time to get in their face. What makes it so good are the other moves you can do after 2S though. Just go for dash f.S>2S pressure string again to keep them blocking and yourself at an advantage. Alternate this with dash>dash brake to stay safe and discourage them from attempting risky moves that will beat you, like DP's and such. 

    Moves like 2S>6HS, 2S>Fafnir or 2S>Gunflame YRC have great utility here. Landing Wild Throw isn't as much about where in your strings you place it. It's more a case of making the opponent so respectful of your strong moves, that you can land it anywhere. As you start landing Wild Throw more often, your opponent will open up to getting punished by the options you used to set it up in the first place. Observe your opponent's reaction to all your other moves to find the right spot. 

    If you want more gimmicky ways to land a Wild Throw, here are some:

    - Fafnir YRC>WT - It's actually really good, but be careful to not get interrupted before you YRC. If they jump out, go for an air throw. 
    - Kudakero YRC>WT - cancel the Kudakero as soon as you gain downwards momentum from it to surprise your opponent and land straight on top of their head. If they jump at you on reaction to Kudakero startup to gain advantage, attack while falling down. 
    - blockstring ending with 5HS/6HS>Gunflame RC> dash WT - this is a personal favorite of mine, but it costs plenty of meter. Lengthy blockstun of 5HS/6HS allows you to get an RC after Gunflame, which will travel slower for quite a while. Dash in in front of the projectile and Wild Throw. If they start interrupting this option, just dash>dash brake and watch them get hit by the CH Gunflame. Unfortunately this looses to dashing out, but you can prevent that by doing dash f.S>2S after the RC instead. 

    These are gimmicks though. They are useful, but they just exploit your opponent, not condition him. The fundamental idea of landing Wild Throw is to make the opponent afraid to act against it, in fear of all the other options you can throw out. . 

  5. before watching these 2 clips, I have something to tell you guys first

    - Mute the sound if you like, they're mostly in my native language

    - Sorry for the potato quality, we dont have any right tool for recording

    - The IK mode in the second was me mis-push the button, it was suppose to be a YRC

    - I know I have a lot of problems with my neutral/defense, so any tips about those 2 would be really nice




    I don't think I saw you use f.S to poke a single time. That move is the basis of neutral game for the most part, at least in the two matchups you posted. A f.S>2S blockstring is a great way to start moving from neutral to the offensive slowly. Vary it up with dash braking, 5HS, 2D, 6P or various specials afterwards (preferably when you have meter to make it safer) to make your opponent respect you as soon as you land that one crucial move. Depend less on specials for movement (in one of the Ky matches you did like two or three fullscreen Riot Stamps in a row that got you killed without any effort by your opponent) and start utilizing actual movement. You often let that Ky player get away with a lot more, because of a lack of ability to move in and start punishing his Stun Edges at all. As for Potemkin, don't ever do Gunflame (or GF YRC) at a range and time where he can flick it on reaction. Unless you have a super-confident hard read that this will beat their next move, all you're gonna do is lose meter and put yourself in a bad spot. You also don't want to just blindly dash into him and press your buttons at a range where his faster normals (or Buster) will connect. His backdash can be used to punish this recklessness almost every time. Try using further hitting moves to either hit him out of backdash recovery, or at least not be in a bad spot once he recovers. 

    As far as defense goes, I can only recall four defensive maneuvers from you throughout all the matches - jump back Kudakero, Riot Stamp, Grand Viper and Volcanic Viper. That's not defense, that's wishful thinking. 

    Start utilizing more Faultless Defense to push the enemy out, and then answer with your faster pokes (5P, 2P, occasionally 5K) or longer ranged ones (f.S) to keep them away. Alternatively you can use 6P or 2D to beat certain high-hitting moves, with 2D being more lenient and very rewarding on counter hit, even when you're in the corner. 

    As for Kudakero, it's a good move to use in neutral and sometimes defense, but don't just throw it out when you're backed into the corner. It can easily be punished by a lot of 6P's and other high-reaching moves. If that Ky player knew when to press his buttons upon noticing his move, you'd be in for a HSVT loop ending with a DC okizeme. Not fun. 

    Riot Stamp is tempting, because it can evade certain low hitting moves, but keep in mind that it will get more effective once you condition your opponent into actually using them. As I mentioned before, 6P and 2D will often beat moves that hit high. Once you notice your opponent switching to moves that hit low, then it makes much more sense to try Riot Stamp to get away. 

    Grand Viper defensively is just a bad idea. It can punish a lot of otherwise safe moves, sure, but the risk is enormous. Never even try without 50 meter to spare. 

    As for Volcanic Viper, I'm surprised you used SVV so much, especially as a reversal. It's slower than HSVV, and if you whiff/get baited you're gonna get punished anyway, so if you want to reversal with a VV, you're better off with HS. 

    Your pressure is also lacking. I saw you did things like 2S>Gunflame, which makes almost no sense. You could potentially use that once you established that you'll poke with f.S or something like that after 2S, as a frame trap, but you never did that, so the fact that your opponent is just sitting there eating your Gunflames is down to his lack of matchup knowledge. The only other thing you do after a blocked 2S is Fafnir, which is good, but you also haven't done anything to condition your opponent into getting hit. Try to dash in after 2S, either with another f.S>2S string, a 2D, dash brake, maybe sometimes gatling 2S into 6HS, do anything to actually use the advantage 2S gives you. As of now, all you do after 2S is either specials, or simply standing around. With that crucial part of your gameplan missing, you can never truly start utilizing the strike/command throw mixup that is key in winning against strong opponents. 

  6. Ramblings: http://www.twitlonger.com/show/n_1snfq1e

    TLDR; when are Dragon Install combos a good idea?

    I only ever use Dragon Install when:

    a) I'm at least at 75 meter (so I can easily build it up to 50 in DI or have 25 for some YRC shenanigans)
    b) I'm already pressuring the opponent
    c) I got Hell Fire (very rarely I will skip that part, usually when I have a 100 meter, some advantage and am confident this will secure the kill)
    d) Observing the enemy's play doesn't hint at them being capable of handling DI pressure - meaning they will sit and block for the most part

    My plan in DI is always the same - pressure pressure pressure for as long as I can to build meter, scare the opponent and either take away their Tension or build some RISC. Then all I need is an opening to get a WT>j.D>PBB>RC>PBB combo. Since people usually expect things like GV, BB or GF when you're in DI, the WT can catch a lot of people off guard. This also does great damage anywhere on the screen. Build some RISC, and it goes through the roof. 

    Obviously this complicates when someone becomes aware of this plan after a few times. This however is always good, because then you can start utilizing other DI tools to get the enemy literally frightened, assuming you don't do stupid stuff like GV or HSVV without 50 meter to RC. 

    This may not be theoretically "correct", as it puts you at huge risk with no guarantee of a reward, but I see Dragon Install as a pressure scare tactic. I hate using it in combos, because you miss out on advantage after the knockdown and all the meter you'd build during the combo. Also, a Burst might ruin your day, while my typical DI route is either unburstable, or will straight up steal the Burst (and then the damage is insane). 

  7. Spring 2016? That's enough time for HOS to win the polls and get made. I'm happy. 


    /s (though one may dream). 

    I'm glad it's on PS3. Hopefully they can refine the online modes a bit. I'm not necessarily talking about the netcode, though any and all improvements are welcome. More like the interface and all that. I'm pretty used to it by now, but it's extremely unintuitive at first. 

  8. Market profiling is not xenophobia. REVELATOR, at this point, is an ARCADE product, whether we like it or not. The game will not be available in the arcades outside Japan, so Japan is their marked. There will be a console release at some point, sure, but from a marketing standpoint, it's a separate product, not the same thing. 

    I'm not happy about it either, and I would love for them to acknowledge the Western/console audience. But calling it xenophobia is a little too heavy. 




    I hope you realize by not having balance changes for revelator, you're inherently not playing the outdated version outside of the system mechanics (which aren't changed drastically) and the new characters.

    That is actually a very good point. While adjustments will have to be made and matchups learned, at least we can safely say that our knowledge will not go to the thrash the minute Revelator drops. 

    BTW, make a Bridget subforum already. 

  10. While I fully respect your disappointment with the lack of changes, not changing the matchups etc. was 100% on purpose by Arc. 1.1 is still somewhat fresh, so I'm glad they're not jumping the gun and changing everything already. I expect a fully fledged balance patch when they drop Jam or maybe the console version. At this point there's no use balancing the game that has not been fully tested, at least let Johnny and Jack-O' sink in before they tweak the others around. 

  11. Thanks, Tong, your explanation is on point. I thought that the recovery is 50 frames (pretty absurd now that I think about it), not the whole length of the move. I can also confirm that from the frame it starts up to the frame Sol can move again, lasts 50 frames (you can check things like that without a captured replay, just use the in-game replays and skip by frame function). It makes a lot more sense now. 

  12. I'm having some trouble understanding the math behind the Gunflame frame data. I'm trying to understand exactly how to make it stronger for pressure, but I don't really get the way it should be counted. 

    Gunflame is listed as 20 frames startup, which is easy enough to understand, and 50 recovery, which I get too. But what does active frames 9(1)9(1)9(1)9 mean? I understand that the attack level and damage change every 9 frames, but what about the "(1)" then? 

    Also, this would mean that a point blank Gunflame would be -36 if I'm counting it right, which is insane, it never feels quite this bad on block, while the latest possible GF would be -4 (as listed in the frame data). Am I right? 

  13. Try to mute all the in-game sounds except for voices and listen. Do you hear Sol yelling once when performing the j.D and then a second time when falling, but no attack is coming out? 

    If you can hear him, then you either make the gap between the two j.D's bigger than it has to be or you are doing the first j.D a little too late. You literally have to press the button as soon as possible after leaving the ground for a dustloop to work. j.D has plenty of startup, so don't worry, you'll be up in the air and at your opponent's height by the time it's active. j.D also recovers for a while, but it's obviously not very long if a thing like the dustloop is possible. 

    If you want to practice the timing of the rising j.D and falling j.D, I'd recommend you try my old training exercise for this. 

    Go to training mode and pick a dummy that's large (Pot or Bedman). Then, from the middle reset position, do a microdash, then a jump, rising j.D as soon as you leave the ground and try to land a crossup falling j.K as soon as j.D recovers. You should hit them not too far off the ground. When you can consistently get that j.K to come out and hit (it has 3 frames less startup than j.D), then move on to the actual loop in the corner - pick Sol as your dummy, and don't do any delays between 6P and 5HS. Try to use the same timing as for that crossup j.K to get the second j.D to connect. 

    As silly as this may sound, it really helped me get a better feel for it. The dustloop is not all that hard once you "feel" the timing. If you try too hard to "see" when you're supposed to press D the second time, you'll usually press it too late. 

    EDIT: when I'm home from work I can take pictures of how high you should be when connecting the j.K or just record doing a dustloop with input display enabled, you should see all the timings nicely then.