Jump to content

Archived

This topic is now archived and is closed to further replies.

VR-Raiden

[+R] Sol vs. Sol

Recommended Posts

Use this thread to discuss the vs. Sol matchup in +R.

Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs Sol

I will be editing this first post with information on the matchup soon.

Match Start:

  • -


Neutral:

  • Do not approach Sol from the air recklessly. Sol’s 5K will beat your jump-ins in almost every situation, his rising j.P is another good anti-air, and he has VV for whenever else. Play a strong ground game and frustrate the other Sol into jumping in at you first.
  • To anti-air jump-ins from the other Sol, 5K/j.P/VV are good. 6P can work against jump-ins sometime, but is better for punishing IAD attempts. If you see an IAD, VV is free every time as long as you did it early enough.
  • Something that can be used both for and against you is jump-in/IAD j.VV, It will punish typical anti-air attempts and goes into big damage with an RC. If both players did VV, usually a clash will occur.
  • Space him out with f.S > 2S whiff cancel and f.S > 5H. 2S will stop reckless ground approaches. The other Sol will be trying the same things, so play the neutral game better. If you get him to whiff a f.S, 5H, or 2D, it can be a chance to get in and start offense or whiff punish with f.S > FB Fafnir/f.S > 5H > Fafnir.
  • Using GF will heavily discourage random GV and RS from the other Sol. If he is close enough to IAD or jump over the GF and punish you, FRC into immediate j.P/j.H to cover yourself.
  • If Sol tries for BB/BR to close distance or attempt to punish your poke attempts, you can VV on reaction.
  • -


Offense:

  • Always keep in mind Sol’s ability to VV out of any gaps in your pressure.
  • Be aware of Sol’s tension after knockdowns and while he’s on the defensive. If they have 50% they’re a lot more likely to attempt reversal VV(RC) into combo on hit or pressure on block. If you think a VV is coming and they have 50%, try to avoid contact with it entirely so they can’t RC. On the ground you can sometimes backdash out of range, and in air you can air backdash out of range.
  • Use safejump j.S/j.H oki frequently on Sol, since it prevents him from using reversal VV safely without meter. Once he learns to respect it, you can start using other jump-in mixups.
  • -


Defense:

  • If you get hit close midscreen, and Sol combos into full mash GV (such as 5K 5H GV), you should burst at the moment or soon after GV connects. This will cause your burst to whiff while Sol keeps going with his GV, leaving him punishable after you recover from your burst. Depending on how close he is after the burst recovers, you can punish his GV recovery with running c.S, or a GV of your own. Using burst in this way prevents Sol from getting big meterless midscreen damage when you have a burst. Take note: after you burst over a midscreen GV and run up too late for a guaranteed punish, a common tactic Sol players will use is do VV immediately upon their recovery in an attempt to hit late punishes and save them. Keep this in mind and be ready to bait it when using this tactic. As for corner combos into GV, bursting before a fully mashed GV is actually a bad idea, since GV can go under the burst then land the last Clean Hit on the burst recovery. So if you're going to burst a GV combo in corner (which is not a bad idea because they do tons of damage), burst after GV connects so this doesn't happen. This section of this video explains this whole situation: http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1&t=4m50s
  • Some common tick throws for WT include 2P > WT, 2K > WT, j.S/j.H > WT. Any time you think Sol will go for WT, the safest escape is FD jump and keep blocking. This will prevent you from being grabbed and block/avoid frame-traps or anti-jump attacks. However if you chose to FD jump at a time where Sol could use a low, such as 2K or 2D, they will catch you out of your jump.
  • If you FD jumped a WT attempt, you can do falling j.S to punish. VV will beat WT attempts. So will tk.BR, and RS if near corner. You can throw him out of WT if he is within throw range (if it’s spaced it well, you won't be able to).
  • Sol’s blockstrings often end with 2D. He can only special cancel 2D. If he cancels to GF, you can jump over it for a free punish, unless he FRC’s. Cancels to GF are also vulnerable to VV if he does it close enough to you. If he does BR it will catch jumping, but you can punish it on reaction or on block if close enough. BB/RS are easily punished on reaction. The only low he can do after 2D is GV, which is an unlikely choice unless he has meter to RC. New to +R is his ability to cancel to Fafnir/FB Fafnir. You’re mostly going to have to respect FB Fafnir, it will CL you if you jump out, CH you if you press buttons, and is advantage on block.
  • -
  • Punishes (on block/reaction):

      Combo Notes:

        [*]Nothing special about comboing Sol, treat him like a standard medium weight. Dustloops work easily on him.

      [*]How to punish VV: If you block a slash VV, punish with c.S (walk/dash to get closer if necessary). Since c.S recovers quickly on whiff and shortens your hitbox, you can still do another c.S to punish if Sol tries a delayed add-on kick to hit you or mess up your timing. If you call out an add-on kick attempt, Sol is in CH state so you can get stronger punishes. The c.S punish is recommended though, since it covers both options; Sol choosing not to do the add-on kick, and Sol choosing to do the add-on kick. Punishing heavy slash VV is the same, you just need to run to where Sol will land and c.S.

      [*]On reaction, you can 6P/VV Sol's Riot Stomp. He can FRC, but only right after he bounces off the wall.

      [*]You can punish GV on block with dashing c.S, or other attacks, but this is usually the strongest option since Sol is not in CH state. You can also choose to interrupt the final hit. Doing 2D will go under the final hit and result in a CH, but if timing is even slightly off you will trade. GV can also go under the final hit and punish.

      [*]-

    Share this post


    Link to post
    Share on other sites

    A generally very safe opener in Sol mirrors is to do 5P 2D (5P 2S is ok, too). 5P beats Sol's f.S to start the match, and sweep should catch GV or run in attempts if timed right.

    Share this post


    Link to post
    Share on other sites

    ×