I was wondering if anyone can help me learn how to effectively use Sol’s Dust Loop. If someone can provide me with a list of set ups and how to actually do the dust loop itself id be most appreciative. I have a basic Idea how to do it but I need to know exactly which moves and set ups allow the dust loop to work. Thanks in advance. :encore:
75% of any hits Sol lands shuold go into the dust loop. That should give you an idea right there.
Anyway, my DL setup knowledge isn’t so great, so I’ll just list these:
2D, 236K(RC 1hit), loop
236[K], 2HS, loop
CH 2HS, loop
623K, run under(only if you grab them while they’re in the corner), 2HS, loop
That’s all I got
Im sorry to bother you, but you might have to forgive me, Im not too proficient with number notation. Can you use the standard QCF type notation? If you decide not to bother thanx anyway, ill just take your info and decipher it at some point but Im going to bed now, so check you later.
for numbers look at the numbers of your keyboard and you’ll understand…6=forward,2=ducking so 236 is a qcf,44 is dash back, etc…understood?
otg=on the ground,the opponent has tuch the ground so the damages are now ridiculous
fd=faultless defense(4+k+s or 4+s+H,etc…)
gf is gun flame vv volcanic viper…
and yep,when you see d it’s dust.jc is jump cancel,ad is air dash and iad is instant air dash(in fact=on the ground 96 to air dash quickly) for duck it’s 2 or duck in all letters.
rc is roman cancel and uses 50%of tension(push p+k+s when you hit the opponent)and it will allows you to hit after this move,all moves are not rc able.for example try to214s with sol and when you’re in the air,just before the end of the move rc it and do air dust,vv…
frc is false roman cancel(25%of tension) and it’s applicable only with some moves and the timing is really strict…you can see it by looking in practice mode and at the line of the option damages,choose the option that allows you to see what moves you’re doing,a blue flash will appear at the instant you can frc the move if it’s possible.example the gunfalme of sol,the big fireball of ky,the2hs of axl,etc…
rc and frc are VERY important to combo, to feint and to keep pressure
jc is jump cancel(you can link a jump to some moves depending of the char generally the standing slash is always jc)
ok,i just made some copys of what i told to other newbies
now as for the dust loop
6p or gun flame in the corner then jc,d,jc,wait a little,s,d,land,jump,d,jc,wait a little,s,d,land,jump,k,d,jc,d,vv.
you can add after the firsty one a super jump,dust when u go up,d when you go down.
in #r there are more elaborated d loop but i didn’t work at them as i don’t play sol anymore…
you can start too after a special throw,then run,pass on the other side,then 2hs,jc,d…
here’s a good vid(click on the sol’s face.add a h to get the link
ttp://www.globetown.net/~teiou/move.htm
hope it’ll help
Uhh thanks a million buddy but im not THAT clueless. I do know what RC,FRC,JC,DA and all that other stuff are, so you didnt have to go that deep, I just wanted to clarify number noation. Thanks for taking out from your time to explain thouh, I appreciate it nonetheless.
Here’s another question. Isn’t it possible to Air Recover from a sol command throw? If so then doing the command throw, running under and then trying to initiate the DL might be useless and/or leave you open since by then they would have recovered from the Command Throw, right? And if that’s true then any opponent that’s half awake would be able to see when they are getting CT and then be able to recover properly.
In #R, the opponent can no longer air-recover after Sol’s commmand grab (623K).
There is no set time until recover capability ? All of it until you touch the ground?
Yeah, the opponent cannot recover directly after Sol’s command grab. However, once Sol runs behind the opponent and launches with 2H or 5H or whatever, they can begin to recover if Sol fucks up and leaves a hole in the combo.
Is it possible to air throw someone that didn’t teched ?
No, because the opponent has to be in an active state in order to be thrown. If they’re in a juggle state, you can’t throw them. Only time you can throw someone who is vulnerable is if they are staggered.
I want to use the following dust loops:
Setups:
6p, 5h, jc
623k, 5h, jc (or run under 5h, jc)
236[k], 41236h, run, 5k(1hit), 2h, jc
Loop:
(9j.D, falling D)*n (2-3)
Ender:
9j. k,D,jc,D, 623h, 214k
I’m having a problem connecting the falling dust and I think it’s because I j.D too late(as early as I can for me). The falling dust whiffs very low to the ground or doesn’t even come out.
Help me make it come out earlier.
Not much anyone can tell you except start doing it earlier. You pretty much want the first j.D to come out as soon as you leave the ground. You’ll get it down sooner or later if you keep at it.
Anyway, here’s a decent AA full-screen setup I’ve been messing around with:
CH 6HS, 236+[K], 236+P, FRC, 236+[K], dash jump into dust loop
Haven’t got a chance to use it in a real match, but I started experimenting after getting several AA CH 6HS on an overly aggressive friend. Prolly not the most practical setup in the world, but it might have some applications. Doesn’t seem to work on Johnny or RK, but a variant might do the trick.
At midscreen or less, you can skip the FRC Gunflame and do something like dash, ©S, HS before you start the loopage. Tension-free raping? Hellz yeah.
Hey, try a 41236h after a connected bandit bringer a quarter screen away from the corner for a nice chunk of damage(70?) before the loop itself.
I can’t check right now, but I think Fafnir would prorate damage a lot. I’ll give it a shot later, though.
Crap, it is 60%.
Prorating specifications:
I know it affects combos that begin with those this but does it affects other moves mid-combo ?
No, proration only happens if the combo started with the prorated attack
Fafnir’s an exception. It prorates when used as a part of a combo, regardless of where you used it.
Pretty interesting. I didn’t even know that prorating only mattered if it was the first attack in most cases. Off the top, do you know of any other exceptions in the game?
Weird, never heard about that til now.