Sol dust loop setups and instructions

Mid-Screen:

623+K -> dash jump D -> fall a bit D -> jc D -> D loop
6P -> ji 5S -> bandit revolver (RC 1 hit) (depends on weight) -> air-dash S -> D -> D loop
6P -> ji 5S -> bandit revolver (RC 1 hit) -> S -> jc D -> fall a bit D -> D loop
5k -> ji 2D -> bandit revolver (RC 1 hit) -> S -> jc D -> fall a bit D -> D loop
5k -> ji 2D -> bandit revolver (RC 1 hit) (also depends on weight)-> air-dash S -> jc D -> fall a bit D -> loop
6P -> 2HS -> 6239+S (RC *this should give you the high hit off the VV) -> dash S -> D -> D loop
5K -> 2D -> bandit revolver (RC 1 hit)-> D -> 41236+HS (FRC) -> iad S -> D -> D loop.

JP

For the 6P-2H setup: The S during the airdash is pretty much unnecessary. The untechable time on the VV is so long you can easily time your j.D during the airdash to get the perfect height every time.

And for the last setup, you meant to include a j.D before you land and do the 41236H, right? Cuz if you RC the first hit of a Bandit Revolver then try to land and go straight into a Fafnir, there’s no way it would connect; they can tech every time.

BoF, I forgot, there’s a D after 1 hit of revolver.

JP

Suppose I want to land the [9D, fall D]*n loop but the opponent gets too high for the falling dust to connect, how do i change it? Into the [9D jc S, D]*n loop ?

By the way landing de Dust Loop is getting quite hazardous for me(but practice makes it easier, just like VCS in alpha 3 Exept it’s even better because of the no meter requirement).
What is the best (or most reliable) non-loop(corner and midscreen) air juggle combo.
Ex: midscreen tick into 623k, 5h jc9,[s jc, s, 623h, 214k] <- That part

Ex: corner dash 2k(connect), 6p, 5s, 2h jc9, [ k, D jc9, s, D, VV] <–

I try to avoid doing double jump loops whenever possible. If they’re too high after like the first rep or 2, I’ll either A) try a high jump rep (high jump, j.D, pause, j.D) or just delay the timing on the normal jump. High jumping is generally only good on female characters, but sometimes I’ll do it for my second rep on normal weight characters if they look kinda high up.

As for air-combos, it just kinda depends. If you dash jump after certain launchers, you can probably get something like [j.K, j.D, JC, j.S, j.D, VV+extra hit] even at midscreen.

Yeah, I figured you just forgot to add the j.D in. I personally don’t like Fafnir-based combos due to damage reduction, but that one’s pretty good if you’re far away from the corner and have the 75% meter to burn. :tup:

Ok, but I you mistimed the first hit of the loop(j,D late so there is not enough time for the second hit or the enemy is too high) what do I do?

Uhhhh…turn it into a air-combo instead? That, or you can just do the j.D, JC, pause, j.S, j.D starter. It should work still (high jump for the second rep?).

Hey, I found a loop that works for me (without the finisher because I’m having trouble with the dash before jump so I’m getting farther and farther away each rep):

Loop: [9D,9, wait , S, small wait, D] *n (max 3 for me this time)
Loop setup launch(lau): (5k, 2h)/(5h)/(2p,2h)/(2s,2h)/(5h,2h)
/ = OR

Setups I found/got(near corner): 1.(j.D)/(j.S,D) /,66,lau, 9 loop
2.66 623k, (get to the side away from the corner),lau, 9 loop
3. 6p,(small wait, 5h)/(5s,2h), IAD(or similar)(j.D,/,loop)/(j.S,k,D,/,loop)
4. 2D, 236k, RC first hit,(air)(mid timed D,/66 lau, 9loop)/(p,k,D /9loop)
5. 2h CH, 9loop <-- lol
6. 214s, RC right when he get’s off the ground, j.D, lau, 9loop
7. 236[k], 66 lau, 9loop

That’s about it.

Hehe, that’s always true, but fun to do anyway. Just another set up idea. That’s why ji’ing after Bandit is the best way to take one opponent from 1 corner to the next. Oh anyone tried this one out yet?? With you facing the corner: 623+K -> Bandit revolver (ji’d) RC 1 hit -> Dash S -> D, into corner loop. Now how that works is after the the Bandit will force your opp. to fly back to the corner, then you can finish it off with the loop.

Also this one againts Potemkin (with your back from one corner) 5K -> 2D -> Bandit revolver (RC 1 hit) -> S -> D -> run jump K -> D -> air dash K -> D -> 1 loop set -> then Ender? That shit is so fun, it’s not even funny.

Oh oh there’s this one too from Half Screen: Standing D launcher -> Bandit revolver (must get 2 hits) -> Bandit revolver (ji’d) RC 1st hit -> Dash S -> D -> loop. Now how that works is after the D launcher and Bandit revolver, you will end up having your back againts the corner. And like the Wild throw set up, the ji’d Bandit will force them to fly back to the corner for the loop set.

JP

P.S. Btw these combo’s are from 2 combo vids. The Throw -> ji Bandit idea was from an Old Combo vid (the one that had the Stellevia opening theme as the background song), the one againts Potemkin and the last one is from the sol kimino something video.

First post. Yay, me. It sounded like The Demon needed help with performing the actual loop itself more than setups. I spent the weekend practicing loops out on all the characters, trying to shoot for five reps (10-11 air dusts completely depletes the guard gauge so anything more isn’t worthwhile) with a knockdown at the end. I arranged the characters by their similarity in weight and hitbox and my opinion of their difficulty. The difficulty does not rate how easy it is to do the written combo, but rather how friendly the character is to looping. Generally, you want the air dust to come out as soon as possible after jumping, especially on the first rep. However, the easier the difficulty, the more forgiving the timing is. I’ll give explainations on some of the harder ones. Also, to get the knockdown, you’ll want to dash jump for the final rep. Otherwise, the corner may push you away. I’ve also listed suggested launchers which, when chained after 6P or performed following the 6P wall-bounce, should suggest the ideal height for starting the loop. One final thing: the loops I’ve listed are what I found optimized for damage. However, I don’t think anyone should memorize the notations. Sol’s loop is very height dependant and it should be felt out, rather than memorized like a B&B. After practicing a while, you’ll be able to tell how to make adjustments (when to dash jump, when to just jump, or when to wait before jumping) and what you can get away with (such as when to do the triple dust rep). Also, there is no need to do anything more than four reps if you started with a prorated move (623K or 2K).
If anyone knows how to do more reps on Bridget, May, Baiken, or Jam while doing more damage than the listed loops (i.e. not making them heavier by hitting them more before the loop), feel free to mention it.

Anji Axl Eddie Faust Ky Slayer Testament Venom Zappa
launch: K(1)-2HS or S-2HS
dustloop: JC j.D,j.D land 669j.D,j.D land 9j.D,j.D land 669j.D JC dj.D,dj.D land 669j.D JC dj.S-dj.D xx 623S,214K
difficulty: easy - you can do a sj. rep on some of these guys.

Baiken Bridget May
launch: HS or 2HS
dustloop: JC j.D,j.D land pause 9j.D,j.D land 669j.D JC j.D xx 623HS,214K
difficulty: hard - the first j.D MUST come out as early as possible in both of the first two reps, and the second j.D in the first rep MUST come out as late as possible. When you know you can’t do it just do 669j.D JC j.D xx 623HS,214K for the second rep. In this case, try to get two hits with the Viper.

Chip (poor guy) Sol
launch: K(1)-2HS or S-2HS or HS
dustloop: JC j.D,j.D land 669j.D,j.D land 9j.D,j.D land 669j.D,j.D land 669j.D JC dj.D,dj.D xx 623S,214K
difficulty: easy - pretty similar to Anji, Eddie, Ky, Testament and Venom. Either loop could work, these two are just a little lighter. If you’re not careful, you may miss the falling dust on the first jump. You could opt to do sj.D,sj.D for the first rep.

Dizzy
launch: HS or 2HS
dustloop: JC j.D,j.D land pause 9j.D,j.D land 9j.D,j.D land 669j.D,j.D land 669j.D JC dj.D,dj.D xx 623S,214K
difficulty: moderate

I-No Millia (poor girl)
launch: HS or 2HS
dustloop: JC j.D,j.D land pause 669j.D,j.D land 9j.D,j.D land 669j.D,j.D land 669j.D JC dj.D xx 623S,214K
difficulty: easy

Jam
launch: HS or 2HS
dustloop: JC j.D,j.D {land pause 9j.D,j.D}x2 land 669j.D JC dj.D 623HS,214K
difficulty: moderate - Jam’s dangling legs allow this to work. Time the jump so the second j.D in the {} pokes her foot.

Johnny
launch: K(1)-S-2H
dustloop: JC j.D,j.D land 669j.D,j.D land 9j.D,j.D land 669j.D,j.D land 669j.D,j.D JC dj.D xx 623S,214K
difficulty: moderate

Potemkin
launch: K(1)-S-2H
dustloop: JC j.D JC dj.D,dj.D {land 669j.D JC dj.D,dj.D}x2 xx 623HS,214K
difficulty: moderate

Robo-Ky
launch: K(1)-S-2H
dustloop: JC j.D,j.D land 669j.D,j.D {land 669j.D JC dj.D,dj.D}x2 xx 623S,214K
difficulty: moderate

Thanks, those are good examples of how to use the [j.D,D] loop.
But is there a fool proof loop of some kind ? Or am I a fool ?
I’m having trouble getting the dash out on landing and getting the Dust early enough in the air.

If by fool-proof you mean easy and able to work on any character, then I’d say it’s fairly easy to do at least two reps of [j.D,j.D] with the second rep ending in 623SorHS,214K. But if you want to do longer, more damaging loops, you’ll need to learn how to dash jump. It takes practice - tap 66 and rotate to 9 from 6, like half a fireball motion. As for getting the j.D out as early as possible, I have difficulty actually GETTING THE j.D TO COME OUT AT ALL sometimes because I hit it too early. I’ve never had this problem in XX; maybe it’s the 1f longer jump :xeye: Anyway, one thing I found helps with timing the first j.D is to not buffer the jump cancel. Wait until the active state of the launcher (HS or 2HS) is over to tap up-forward so then you’ll know exactly when to press dust, rather than buffering the jump cancel and dust, resulting in Sol jumping empty like a fool (or worse, jump installing the launcher and chaining into standing dust :confused: ), or buffering the jump cancel, seeing Sol jump, then going, “oh, snap! j.D!”. Also, don’t mash the dust button. Each dust should be one well-timed button press.

In GG X-2 #Reload there isn’t a real dust loop, but typical ways to enter a dust combo that gets you a +200 dmg result are:

from middle near combo: run towards your opponent and open with the big volcanic viper, roman cancel after your hear the 2nd hit starting; the speed you get should be high enough for you to tail along with your 2 dust hits, from there you do c.HS, j.D, j.D and if both were at feet he could land in your c.HS again which means you can land a few more dusts; otherwise you finish of with either bandit revolver and then volcanic viper(which also means when done properly this combo set can be executed again).

When in corner: f.HS, bandit bringer, repeat until opponent does something stupid and gets hit(this doesn’t work vs all opponents so you’ll have to vary, but preferably get the bringer in on his head), when done properly he’s in range of c.HS, from there j.D, j.D, when he ends up high enough, c.HS, j.D, j.D, after that finish off with bandit revolver and volcanic viper in which a roman cancel could provide a larger combo, tho the dmg level has come to a point where most hits already do only 1 dmg.

No real dust loops in #R…? :confused:

And just so you know, f+HS->Bandit Bringer can be mashed out of (although it does work a lot more than it should). And it’s also possible to punish BBs that are thrown out recklessly, so keep that in mind.

stupidest advice ever

Wow, that, like, doesn’t work at all… :confused: Do you even have the dummy set to backwards recovery? Please don’t spread misinformaton. I listed the ways to do dust loops on EVERY character. It just takes practice.

aight these are all the ones i know of(some are a little more advanced than others)

we’ll start with the basic ones
FP,K,DHS loop(easiest)
Fefnir, BRC loop
FHS bandit strike DHS loop
K,S,FP,DHS loop
K,S,FP, Gunflame,BRC,DHS loop
upper with kick DHS loop(if your grabbing someone that is in the corner u can dash under them and DHS loop)
QCB K, dhs loop(only works in the corner)

a little more advanced

qcb s RRC on the third hit S,D,DHS loop
qcf K,RRC on the 2nd or 3rd hit dust DHS loop
(rquires full bar)K,S,FP,Gunflame BRC repeat this four times for the guard break then jump dust DHS loop
VV,Red roman on first hit DHS loop

really advanced(only one)

K,S,FP, Standing HS, IAD kick dust land dash after them DHS loop

my 2 cents hope this helps

so far the only good input on this “page” have been by unsmart…all this other talk of DHS, BRC, RRC, and bandit strikes is making me crazy…no wonder i dont drop by here too often

-EDIT-

it was early morning and i neglected the other 2 pages of this thread when i posted…my bad

The JI setups by Shinimori were neat. Beast of Fire’s input is always welcome.