Sup Chibi. Sorry I couldn’t show at your Hackensack tourney. Mother’s Day and all. I’ll do my best to be at the next monthly tho.
Dipstick = Steve. And he shows up to EGS? You sure we’re talking about the same person, cuz I was pretty sure that Steve left Rochester and never looked back once he graduated.
Oh, how’s Ira been?
Hey Bobby, what’s up man? What’d you think about this year’s E3? There’s a lot of cool stuff coming out. I’m really tempted to pickup a 360 just to play Dead Rising. I’ve been hearing a lot of good things about that game. I know I don’t need to tell you what Dave thinks. =P What with a new SSB game, Metroid, Zelda, Mario Galaxy… Haha, I do think that Nintendo stole the show, though. Despite it’s dumb name, I’m really looking forward to the Wii.
Sidewinder is a weird move. It looks like a Fafnir that you do in the air. Basically, when you use it you either get a normal hit or a clean hit (the game actually says Clean hit). On a clean hit you’ll get this huge huge wall bounce and you can continue to juggle and even loop it. On a normal hit, the opponent gets knocked away but is able to tech.
To do a clean hit, from what I understand, you have to be aligned with your opponent in a certain way, plus you have to be really close to them. If you think of your hit box and your opponent’s hit box as two squares, it’s like they have to be right next to each other. The setups vary from character to character, like Johnny’s 1-hit ensegna setups.
Application-wise, it’s definitely not a replacement to Dust Loop. For one, it doesn’t do anywhere nearly as much damage. It also prorates. Just a standard GGX style air combo will do similar damage in a lot of situations. Secondly and maybe I need more practice with it, but Sidewinder combos are a lot harder to do than the Dust Loop and the risk of letting your opponent tech if you mess up is too great.
It’s not something that you’d want to do in the corner cuz the knockback throws them away and you’re at a weird angle to followup combo. Right now I only use it as a followup to his command throw at midscreen if I feel like doing something cool looking that gives a knockdown. Plus, I need to practice the more extended combos. For example, it’s easy to get a clean hit off of 623K, j.S, Sidewinder, but not so easy for 623K, s.HS, j.D, Sidewinder thanks to the added pushback of all moves in Slash.
In terms of actually playing Sol, he hasn’t changed that much. Most of your pressure is still going to come from his fast/meaty normals, Gun Flame FRCs, and Command Throw.
About Dizzy, haha. I’m still making adjustments to Slash. I’ve been working on different traps with her, mainly from using the held dagger and bubble pop crossups and less fish. I’m still trying to get a feel for what’s safe and what’s not. Still gotta get out of the habit of doing mid-screen fish. Also, I’ve been incorporating her other FRCs into my offense. 2HS FRC for pressure and 2D FRC to get a knockdown and setup okizeme. You didn’t really need 2D FRC in #R cuz you could just cancel the sweep into fish or Ice spike on hit. I wouldn’t say that Dizzy got totally worse, but I feel like she has to play more defensively to wait for an opening and capitalize off of it.
Holy crap long post. Eh, work is slow today.