Jump to content

EXWildWolf

Members
  • Content count

    69
  • Joined

  • Last visited

Everything posted by EXWildWolf

  1. EXWildWolf

    Combo Breaker

    until
    https://combobreaker.org/ Games: Rev 2 BBCF KOFXIV and Much More!
  2. EXWildWolf

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    It's flausible, and GF Feint after 6H CH helps confirming if it was on CH or block, allowing for a Fafnir followup if it was CH.
  3. EXWildWolf

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    So immediately I went into testing and found that Air BR Knockdown does more damage and grants better oki in some cases than regular VV Ender. 6H RRC Combos do big damage if you have 50%. 5H CH BB works on Crouching Baiken, can lead to big damage. 5K still works as an AA, 1st hit is much weaker to link stuff off of. 5P could work as a replacement off certain links. Safejumps on Azami DP followup work. Answer's 1F Counter can be OSed with 6P and can lead to big damage.
  4. Answer looks pretty Tight REAL NINJA HOURS Also Big Bap Baiken.
  5. EXWildWolf

    [Xrd] King Ky - Q&A/FAQ Thread

    No problem. Sent from my LG-H901 using Tapatalk
  6. EXWildWolf

    [Xrd] King Ky - Q&A/FAQ Thread

    Do 2366+H Sent from my LG-H901 using Tapatalk
  7. EXWildWolf

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    Did this a couple days ago. Might as well post it here.
  8. EXWildWolf

    [Xrd] Sol Badguy Combo Thread

    I'm pretty sure it does. They didn't change anything about untech time on Sol's buttons, though character hurtboxes have been changed a bit here and there, so some things might be a bit finicky.
  9. EXWildWolf

    [Xrd] Sol Badguy Combo Thread

    Dustloop wiki. Sent from my LG-H901 using Tapatalk
  10. EXWildWolf

    [Xrd] Sol Badguy Gameplay Discussion

    Sol thrives off counterpokes like 6P and big pokes like 5H and 6H. Your job as Sol in neutral is to take note of your opponent's footsie tendencies and throw it against them. Counterpoking with 6P is against othet characters and getting a ch will land you giant rewards. 2S is also a good defensive halting tool on the ground. It stuffs low poking attempts very well. 5S is really good as well, and can lead to big damage with 50% Tension on tech. There's more, but you should definitely check out the wiki. Sent from my LG-H901 using Tapatalk
  11. EXWildWolf

    [Xrd] Sol Badguy Gameplay Discussion

    Sent from my LG-H901 using Tapatalk
  12. EXWildWolf

    [Xrd] Sol Badguy Gameplay Discussion

    Doesn't work on IB or FD sadly. ;_; Sent from my LG-H901 using Tapatalk
  13. EXWildWolf

    [Xrd] Sol Badguy Gameplay Discussion

    I found this Fuzzy against Johnny. Might not work on IB
  14. EXWildWolf

    [Xrd] Sol Badguy Gameplay Discussion

    The hard read back J.D to catch AirDash out the corner can lead to big damage, although not as safe and consistent as Airthrowing or A2Aing with J.P.
  15. EXWildWolf

    The "Picking a Main" thread

    Just go with whoever you feel is good and really clicks with you. Sent from my LG-H901 using Tapatalk
  16. EXWildWolf

    [Xrd] Sol Badguy Gameplay Discussion

    https://www.twitter.com/EXWildWolf/timelines/742107274320039936 Sent from my LG-H901 using Tapatalk
  17. EXWildWolf

    [Xrd] Sol Badguy Combo Thread

    I made this. Comp of all the Twitter tech and combos. https://twitter.com/EXWildWolf/timelines/742107274320039936
  18. EXWildWolf

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    I found something in the lab with Johnny and 2H blockstrings. If you IB 2H, and he tries to do another normal by Mist Finer Cancelling 2H, it'll counter hit him out of it. It doesn't seem all that guarantee of a punish, but a check as to make sure he doesn't try hitting another button. Lvl 3 is a bit trickier, since he recovers faster, and actually ends up on the ground a lot sooner, but if he tries to hit a button, 5K will beat it out. I need to further investigate it more to see if Johnny can do anything besides bait it out besides trying to double jump to escape
  19. EXWildWolf

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    Do we have anything against Jack-O and Johnny? All I have is "Pumpkin chuck annoying, jump to avoid."
  20. EXWildWolf

    [Xrd] Sol Badguy Critique Thread

    Didn't know there was a server like that. Could I have an invite? You can ask VR Raiden for an invite link for it. Sent from my LG-H901 using Tapatalk
  21. EXWildWolf

    [Xrd] Sol Badguy Critique Thread

    You wanna put this on the discord server we have for Xrd Sol? VR Raiden can link you to it, we can voice chat, help you figure out the MUs and stuff, also what you should do more in neutral.
  22. EXWildWolf

    [Xrd] Sol Badguy Critique Thread

    No one count me on the J.P part. Sent from my iPhone using Tapatalk
  23. EXWildWolf

    [Xrd] Sol Badguy Critique Thread

    Thank god I caught this an hour early! Yeah, just practice safejump setups. I usually would say start off with J.H actually, since it hits pretty deep and you have the option of getting a 2nd hit, which leads to damage. As far as YRC Fafnir, it could be good if you do it after a Jump-In. So basically the sequence would be: J.S/H, Fafnir YRC, 2D, WT, Regular Throw. You should also try Mugen's sweet YRC Divekick Throw setups in. It's a crazy fast setup that the opponent can barely see from bottom of the screen, and you can do 2D if you're out of range. I wanna play this game again to see if you can do deep J.Ps, so you get a funky little high/low/throw mixup. Sent from my iPhone using Tapatalk
  24. EXWildWolf

    [Xrd] Sol Badguy Critique Thread

    You back up after blockstrings or just plain Fafnir a lot from what I've seen. It's best just to hold back, Neutral J.H or J.P if you find yourself in a situation where Fafnir gets IBed, since you cover situations of what your opponent will try to do next. Usually if your opponent does something risky or jumps, you'll most likely beat them out. Backdash doesn't really do much, you're either at worse, a disadvantage when you do it, especially against I-No, since HCL can hit you out of it. Also on that Safejump after VV: Sol's safejumps require you to know the wakeup timings on certain characters so you don't get thrown out of it, so just be wary of that. You have to look at a wakeup speed chart and get used to the timings on certain characters. However, there is this one weird system aspect about Xrd where the frame before you land on the ground, your ground hurtbox goes active, so you might have to compensate for getting a safejump with a bit of a bigger open window for people to get out. Also, don't go with Wild Throw all the time. Wild Throw is mainly there to catch the opponent off guard and have them scared, in which case you mix it up with frametraps and basic mixups that Sol has. You use Fafnir too much. Fafnir is a good tool in neutral and lands some of the best rewards in the game on regular an counterhit in the game: Full combo, high damage, midscreen and even corner to corner in some cases, generally leading to hard knockdown. However, it's slow startup will not scare someone who is patient during pressure and knows what to do in that situation incase Fafnir is blocked, and most likely Fafnir back to back won't work on your opponents. Also, don''t do Riot Stomp in Neutral unless you want to create some distance between you and the opponent with a YRC. This way, you can reset yourself in a better way and calm down for a bit and figure out what you can do next in your game plan. You do a good job of avoiding HCL with Sol's Run, it's Sol's best tool to deal with I-No in neutral, and is a free punish if she does it. Don't get too DP happy. Sometimes in certain situations, Sol has better tools to get out of pressure than VV. 5K is good if they get too close, Sweep low profiles pretty much anything that doesn't hit deep, and 2P is good for stopping Tick throws, provided you make the right read and mash it out. As far as combos, don't worry about those. The more certain situations come up, the more you'll learn to convert damage off things like CH GF. Your use of 6P is good. You should try doing it on your opponents wake up too, as it makes for good block strings into 2S or 6H > GF Overall, I think you've got the gist of it, but there still needs to be much more work done. Other than that, keep practicing and you'll get it eventually.
×