GGXX: Sol help

thanks guys…
actually i’m still not clear about how to do a dust loop. sorry, i guess i’m a bit slow :frowning:

Josh’s post was very helpful in other ways, but it didn’t really clarify what a dust loop was (tho it did say what the difference is between XX and #r dust loops). i guess these are what i have to look out for when i do decide to try dust looping in #r but yea… i’m still stumped on how to do that :o

are these dust loops?

Im also having difficulty in doing dust loops in #R. I dust looped perfectly in XX but im having a hard time adjusting to the recovery of the air D. A few questions about the dust loop:

  1. Do you really need the dash jump D to start it? Can i do 69 instead of 669?

  2. How fast do u press the second D as u fall?

Im still converting Sol from XX into #R :slight_smile: thnx in advance

1: yes, you sort’ve dash for a brief moment before jumping

2: you basically hit with the very top of the dust, where it looks like it wouldn’t hit, but it does. @_@: hope that helps.

Has Sol’s standing/jumping kick been toned down in #R? That move just bugs me like mad; one anti air kick = 25% off my lifebar. -_-

I’m not here to bash Sol though, so…was the kick’s frame animation increased, etc? thx

the knee part of the kick is 3 frames; the fastest attack in the game.

green orb when you jump in, and avoid free damage.

Standing Kick has more recovery on the second hit in #R. Makes it easier to punish if he whiffs it for anti-air.

if someone could help me, i play eddie, but i’d like to learn sol as well, so if you could help me with basic combos right now… would be awesome.

thanks in advance

Bumb this thread for more discussion.

I also have some questions… I’m still pretty scrubby.

  1. What is your most common pressure string? I usually do something like 5k, S, 2S, 2/5HS. or some FRC gf, and run in stuff. Then try to Wild Throw when they block a lot.

  2. On dust loop setup I’m still a little confused. (I’m on XX) I usually do something like: off of a 2HS launcher- j. S, j.D, [land, hj. D, hj. D] repeat brackets. But I don’t know how many characters this works well on. I would appreciate feedback on how to do it on most characters and maybe some strange hitbox chars (Faust, Johnny?, Eddie, etc.)

  3. If you hit with a counter-hit 5k, what do you do?

  4. Any way to get them into dust loop from mid screen with out FRC gunflame, Bandit bringer, rep or two?

Basically mostly just dust loop questions, perhaps if somebody could post a vid or something, that would be great.

Thanks~

i’m trying to learn Sol. i can sorta do most of his stuff already… FRC gun flames at 70% consistency, i’ve got his dust combo down pat, some decent air combos off 623K, can dust loop (i think it’s a dust loop) for about 2 loops on average vs CPU…

what’s the general strategy with Sol tho? like with Ryu on any (non VS) SF it’s about making your opponent choose between jumping and fighting on the ground (hamer with fireballs, and if they guess a fireball wrong, you dp).

afaik it’s about FRCing gun flames and mixing up the follow up…? like, gun flame FRC, iad S H > blocked/hit string; or gun flame FRC, run 2K etc; or gun flame FRC, bandit bringer into loop (connected) or blocked string/623K mixup.

my Sol is very basic and i only really fight the CPU; i think watching match vids isn’t gonna help me very much. if someone could break this down for me, that’d be great.

oh, and the Josh post kinda just talks about the different parts of Sol’s game as that… parts. i’m kinda trying to bring it together. please please don’t refer me to that post :(.

err i don’t agree.i can’t help you as i don’t play sol since e big while but seeing vids can only teach you.and if you only fight cp you can’t progress.cause you can’t feint with him.

generally ggxx is an alternance of low/overheads/throws.learn to create pressure and alternate all that.that should work,but that’ll never work against cp.it’s programmed to tuch you as soon as you stop a gatling.

sol dust combo dust,jump,hold9(d,d,s,k,s,k,s),d,jc,d,vv.sol dust is a great hoverhead and you can damage easely after ir.but if you mess,you’re not safe after it.

and yeah gun flame is the easiest move to frc.but take your time to learn frc’s.it will increase with time.i play sol one match per 3 months but i still get the frc at 99% as i learned some others who are harder.

ouch… i’ve gotta work on my FRCs then. is there a good method to improve overall FRC timing? or is it just about practicing on the move you want to FRC all the time…

thanks for the rest of the post too, it helped some :slight_smile:

for all frc’s put the option where you see the moves you’re doing.if a move is frc’able,a blue flash will appear at the instant you have to frc.anyways,take your time to learn that’s what i do and i progress gradually.at the start i couldn’t do any frc.
for improve an frc do it each time you can even it doesn’t get any uses.continue until you got the timing.that’s what i did for the big fireball of ky.now i get it really well and it’s really harder than gun flame.
for the loops look at the one i posted and the one’s of ukyo tachibana:) his sol is muuuuuch better than mine

Anyone know any good uses for Jump Installing with Sol?

Jump Install lets you do funky shit with Bandit Revolver, Bandit Bringer and Grand Viper. With Bandit Revolver you can do a string, JI, cancel to BR and then RC either hit (second is pretty common) then airdash at your opponent and keep attacking. It creates an interesting mixup game off of second hit RC (airdash high, land and go low, land and throw or do 5K). With Bandit Bringer you can do similar shit, but the FRC adds some versatility (create interesting crossups and crap). You can also use a JIed Bandit Bringer, RC when it hits and then airdash S-D to start a Dloop from a long distance. Grand Viper is similar to Bandit Revolver (RC at the point where he first leaves the ground and either airdash or land for mixups). It also lets you do more damage if you hit with it by RCing the last hit and tacking on something like S, JC dj.S-D -> VV.

The cool thing about these JIs is that they are easy if you cancel into the specials from a JCable move. Bandit Bringer and Grand Viper are probably the easiest (do s.H -> 2369[K] for BB or 2147S for GV). Bandit Revolver is a little harder since the command can overlap with an aerial BR easily. If you want 100% certainty in your execution, it’d be better to JI earlier in the string (example: dash 5K-S©(JI)-2S-5H -> 236K).

As for how viable they actually are, the Bandit Bringer stuff is probably the least practical, simply because getting a BB to actually hit a seasoned opponent is hard (and the mixups can be risky). The Bandit Revolver stuff is great for surprise tactics and really safe when used at BR’s best applicable range (ie farther away). Grand Viper stuff is best used when GV hits to add on extra damage.

not too much discussion going on =/ Perhaps my questions were overlooked. I’d be very thankful if some could be answered… Thanks :smiley:

:frowning:

i’m very very very very new to Sol. so yea. but i’ll take a stab :stuck_out_tongue:

i usually go for 2K S 6P; if it’s blocked i tack on S S H gunflame FRC etc. you could also cut it short with a bandit revolver. if it hits near the corner, tack on K 2H and you have a dust loop. if it hits away from the corner… well… i haven’t really worked out the best way to go :stuck_out_tongue: i usually gunflame IAD into S H volcanic viper.

you can also do K S H. if it hits, tack on a grand viper and mash for 14 hits. best used midscreen…

Weget:

  1. i was playing round w this yesterday:

run 2K S 2D >
bandit revolver (1 hit) >
rc
jD (land),
jD jD (land),
jD jD (land),
jD jD (land),
jD jD (land)…

doesn’t work on everyone, but u can start it at about “Let’s Rock!” distance.

I assume these are super jumps? I’m in XX. I’ve been playing around with a lot of setups. Works on a bunch of people but I’m having trouble with some of the harder ones. Any advice for Faust/ Johnny? I don’t really know how to do more once they get too low for sj. I’ve played around with S-D dj, D, but the I usually just finish the combo cause the computer always techs out. I’ve done the 2D B.Rv. RC to S-D, or just dust but can never really get any reps off of it.

Gf. FRC -> B.Br, 2H sj. D, sj D / etc, usually works for a rep or two but then they are too low / tech out. Of course you’re not gonna hit many decent oppents with a straight Gf, FRC -> B.Br. so I usually try to combo into it if I’m in the corner or off of Wild Throw.

I’m just wondering about perhaps some other setups, such as off of Wild Throw in corner (no FRC G.f.) or VV, or Grand V. Also been working on the impossible dust. I try to do it like this but can’t get it to work, tell if I’m wrong:

5D, hj, quickly jc. -> D before screen gets red. But when I try to Sj. for the new dusts they always tech out. Some help please?

Keep the discussion alive! :smiley:

i was using #r, but the original combo came from an xx guide.
i think it looked something like

dK-S©-2D -> 236K(1), RC, j.S-D (land), dash j.D -> JC, dj.S-D (land), j.D -> JC, dj.S-D (land), j.D -> JC, dj.S -> (air) 623H

it uses j.D, dj.S-D (in place of your j.S-D dj.D)… maybe that’s it?