GGXX: Sol help

ok weget… heres how dloop goes on xx

you cant just launch with 2HS and do j.S, j.D… land… hj.D
… that doesnt work on everybody… in fact it hardly works at all… youd have to modify shit to make it work right… the best thing to do off of 2HS is… (assuming theyre a little above your head) j.D, (wait a split sec) dj.S, dj.D…land… then high jump dust on the way up and dust on the way down a sec later…land… as soon as you hit the ground…(heres where you can get creative)… i do j.K, j.D, dj.D…DP…the rest (the reason i do jumping kick on the third rep is because its extremely quick and any hope that your opponent has of teching gets shot down:D also if you were a little slow on that last jump up… it will make up for the lost time, also… it does more damage in the end then just doing j.D, dj.D)

that is basic…

for fags like… ky, pot, johnny… heres how it goes…

ky is much lower after a 2HS launch… so… launch w/ 2HS… j.S, j.D, dj.S, dj.D… then the rest is the same

for potemkin… the same as ky (you can also do after launch… j.D, (falling down) j.D… again… the high jump dusts… then j.K, j.D, dj.D, dp…the rest… note* this is a hard way to do dloop and only works on pot… stick to the original unless your gangster)

for johnny (since hes a quick falling bastard) when you launch off of a 6P…instead of doing s.K, 2HS… launch dloop (this is very hard to pull dloop off this way)…do… 6P, s.K, s.S, 2HS (launches), j.D, dj.S, dj.D note(dont wait as long as normal for the double jump since johnny will fall right out of your combo)… high jump dust on the way up and then on the way down… the rest

normally (not off of a 6P into launch) if you just launched with 2HS then you would do… j.K, j.D, dj.S, dj.D…land…high jump dusts… the rest… the slash on the double jump will not connect if hes to high… so if hes to high… j.K, j.D, dj.D…land… j.K, j.D, dj.D…land… again and finish with dp… kickdown…the rest

dont listen to gandido… watch that damn evo vid of him… beast!!..

and in case anyone was wondering… bandit revolver loop is…

(doesnt work on slayer or pot)… opponent in corner and do… 6P, s.HS, bandit revolver, (land) s.K, s.S, bandit revolver, (land) again, repeat this as many times as you can (usually about 4 or 5 reps cant really remember) this does about as much as a standard dustloop… about half health… looks badass

its not very useful people say since thats the only way to set it up… but i have found more ways to set it up so i bust it whenever i feel:evil:

a nice midscreen dloop setup is… command grab… input dash motion and jump as fast as you can… j.S, j.D, double jump and wait a split sec, dj.S, dj.D, land, high jump dust on way up and on the way down… the rest

any other questions or setups you need or whatever… just ask… i just now found this thread so…

Thanks, that all sounds pretty good. I’ll try to go test it out when I get time.

Also: any advice for ID or VV setups?

yeah, even though i dont do ID setups because i can just do a badass looking dust combo which does about the same amount of damage and still do VV and kick to ground… im pretty sure it goes like this…

dust (hits off ground), hold up (flies up after the dust), immediately hit dust and double jump and dust again (before screen goes red), fall to ground, high jump dust, falling down dust, land, jump and do whatever… something like j.K, j.D, dj.D
(you are in the corner by the time you land to high jump)… this is just an ID into dustloop… most people do this… i dont care for this since i can do dust combos which do about 55-60% damage

in case you want to know…

dust (dusts off ground and hold up to fly up with them), dust, dust, dust, (let go of up) kick, slash, kick, slash, (double jump) kick, slash, dust, volcanic viper, 214 K (kicks them back down)

its a nice bit of damage…

VV setup… extremely useful

if you tiger knee Slash DP off the ground it is untechable in the air… therefore… you can gatling chain into it or just do it (in the corner of course) and land and before they hit the ground do… s.K, 2HS, j.D, double jump wait a split sec and dj.S, dj.D, land, high jump etc… dustloop
…remembering that with johnny and pot and ky and maybe a few others depending how low they are in the air, on the ground instead of s.K, 2HS… do… s.K, s.S, 2HS… or after the launch j.S, j.D, double jump wait a split sec dj.S, dj.D…

when someone is lower in the air and you want them higher… sol’s slash will pull them up higher…

dash 5K-6P-2H -> JI Slash VV (do it Axl Bomber style), RC second hit, airdash into late j.D, land and Dloop. Easy halfscreen Dloop setup. Gives you an excuse to use 6P in your strings outside of the corner.

ok, it’s been quite a while since I checked here. I think I’ve gotten a lot better at actual play and do get the loop off on my opponents.

Now I just need some strats… I hate Faust, at least my friend Joe’s faust. (He prides himself in his victory over Elven Shadow… once) He can just stand back and throw shit all day and I am not a very patiend player. His counter-hit almost anything = 1/3 my life gone. I’ve seen Daigo play Sol vs Faust in a vid I have and it seemed like he was very patient, throwing out gunflames full screen and waiting for a chance to get in. His wild throw skills are top notch. If I keep my cool and stay patient I can usually fair pretty well. Though I still hate Faust =/.

I’m currently trying to get a copy of #R so I can switch over to that. I’ve played on my friends copy a couple times (he has the badass Korean sound track). I tried dust looping in that but uh… I couldn’t get normal jump loops to work at all. It seems pretty tough.

hey, i’ve never needed to know how to jump install cus i use potemkin, but i was woundering how to do it, and what the principles are of it

Most common JI method is to do a string with a JCable move in it, hit up during the JCable move and continue with the string. If you do it fast enough, you won’t leave the ground. This “stores” the JC so that you can recall it later on in your combo where you might not be able to.

Example w/Sol:

Dash VV (1 hit), RC, dash 5S©(JI)-2H, HJC j.D, D, JC dj.D, D…

Normally the double jump during the high jump is impossible, but since you JIed, the game lets you break the rules. You generally use this in combos where you’re RCing a ground based move that leaves you airborne, like a Bandit Revolver. Normally if you RC a move like that, you can’t doublejump. Using JI, you have all your jump options (doublejumps and airdashes) available to you. Chipp uses JI a lot.

so i basicclly if i were to be doing k, s, 6p, k, s, 2hs, jump, d, d, if i jumped in between the s and 2hs, i’d beable to do jump, d, d jump install, d, d

Yeah, sorta. You’d have to highjump in order to land all 4 j.D (and the whole point of the JI is so you can doublejump after the highjump), but you’ve got the basic idea down.

hey, where are u from?? just woundering

North Carolina, whee.

That combo works :tup: , but you can also do this, 5K -> 6P -> 5S -> ji ground Bandit revolver (RC after 2nd hit) -> airdash S -> D -> land -> 5K -> ji 2HS -> hj D. -> fall a bit D -> jc D -> fall a bit D -> D loop :clap: .

JP

That one looks tough, but worth it. I’m a sucker for efficiency, but I’ll have to try that one out when I get home.

wait wait wait, so you’re saying basically you’re going to tap up and then down and HS really quick? and it will read the jump install but you did it so quick that instead of jumping he will do the 2HS instead? kind of like kara in 3s?

I dunno about Kara since Kara is like roll canceling in CvS2 from what I remember, but as you described it, ji is do a move that you can follow up with a jump, but instead of jumping, you cancel the move with another (like Slayer’s 5S, ji S into hj K, S, K, jc K, S, K, D or Johnny’s 5K, ji 5HS, Divine blade (Frc) into combo).

JP

Beast of Fire: Hehe, it works man, you can do it off a counter with 5P (either AA or againts Sol’s that loves to do Riot stomps :tup: ).