I think my favorite dust loop setup is (opponent in corner)(2)K-S-6P xx [Gunflame FRC Bandit Bringer]x n > loop. Itās great because (2)K-S-6P xx GF FRC is basically your corner pressure string and hit detection is fucking obvious. The setups Sol lands the most, IMO, are Wild Throw (GF BB loop), chain to 6P in corner, landing an airdash j.D, 2D xx BR(1) RC j.D, or RC Grand Viper. The 623HS(2) RC posted by j1n might happen a lot too, but I usually RC on the first hit because 1)itās safer and 2) I dunno. I like the impossible dust, too. Fuck, thereās like 308703597 ways to go into the loop, so never mind.
Juggling counter-hit air dusts sucks, so when the opponentās guard gauge is flashing or full and you land a hit, chain to HS or 2D then cancel to gunflame. Then, if itās still flashing do HS xx 236P or HS xx 236[K] then go into loop. You could also do GF FRC BB loops. If the guard gauge is flashing or full and you just command threw them, run under and do HS xx 236P then dash HS xx 236P or HS xx 236[K] > loop. You could also do GF FRC BB loops.
dloop from command throw 0 tension:
commandthrow->j.D-airdash->K-D->Dloop
QUOTE]
You can do that on most characters, I think itās a littler harder on Potemkin and Robo-Ky. You can also do the same idea with VV RC, instead go VV RC -> Standing HS -> j.K -> D ->air-dash S -> D -> loop.
the training dummy seems to tech before i can hit him on the rejump. I know you can do the old XX loop of sj.D,sj.D at least once or twice, but the timing is tight and itās useless because once you sj. you gotta end the loop⦠i think. (too lazy to check)
ive seen a vid somewhere before where sol does the HSvolcanic viper (rc) then falling dust and one rep of sj.d, d and then commensing in single jump dust repsā¦i think it might of been scorchingflameā¦shrugs
2 reps, but if you start with standing HS againts Buri, you can get at least 3 reps on the low loop before you end it. But safest way is doing 2 sj D sets then just finish it off since Buri is really that much of a bitch to catch on D loops.
I think thatās the Sol combo video with a song by Nightwish. I forgot what song, but i think it also shows him doing 4 FRCās on any of his moves at the end of the video. Thereās one neat combo that he did againts Anji, where he has his back in the corner then he did a cross over S VV RC then dash back to the corner then D into corner loop. He also has one where he does the Riot stomp hit then FRC, into S, then 5K, 2HS, aerial S VV RC into S -> D (i think) then loop. I have the video in the other office I work at (not that one Iām in right now).
JP
P.S. And that combo that Mojo is talking about (if I remember right) was done againts Axl and if you do it right a dashing VV HS can lead into a loop though I think what he did was Dash VV HS RC D, D, sj.D, sj.D, into low loop then finish.
bridget and i wanna say like baiken or jam you can get a 3x high jump loop on off of a crouching hs⦠timing is very strict though⦠slightly less strict on bridget though⦠nearly impossible if not impossible⦠to get 3 reps on baiken and briget and maybe jam (not sure) off of a cg in the corner. if someone knows an easy way plz do tell⦠cuz ive only done it once on baiken and the timing was mad strict so i just said fuck it⦠2 is enoughā¦
Hehe, the Soultaker (Taiwanese) combo video with Sol showed Baiken being d loopād I think with 3 reps before finish. I think itās sj.d,d then followed by 2 j.d,dās then finisher. If you guys have that vid, itās there. Jam is weird, I canāt seem to find that sweet spot where you can do 2 reps before finish, and seems that every JPNās combo vid that I saw started with Bandit loop, then 2 reps, then finish. Hmm, I dunno I may have to try that more.
2 reps on jam off of command grab? ive done it many times⦠slighty hard though⦠i dont know the precise timing on it⦠i can check and tell you if you wantā¦
people would think the light characters would be easier to loop⦠definitely not⦠i say the heavier they are, the easier⦠people talking like its hard to do on robo ky or something⦠i think its really easy on him.
I think the combo of Jamās were off wild throw. I might have the look at the vids again. Anyway, yea, I do agree with the heavy vs light charaās on doing D loops. The lights are so restricted yet, so funny since they get hurt far more than the heavy ones heh.
I listed how to get 4 reps on Jam. [623K, HS JC], [jump-in j.D, 5HS JC] or [6P-HS JC] j.D, j.D land, [pause 9j.D,j.D]x2, 669 j.D JC dj.D xx 623HS. Of course, if you comboed her a lot before starting the loop 2 or 3 sets might be all you can do. And if you anti-aired her really high 1 set is probably all youāre going to get.
Edit: for 623K, run under HS JC, just do 3 reps. You end up being too far for 4. So only do whatās in the [] once.
Edit2: Jam, goddamn⦠Gunflame Bandit Bringer loop is hard to do on her too. After a 623K, you have to GF as late as possible without it being an OTG, then GF instantly after landing from BB, otherwise sheāll be high enough off the ground to tech after the BB.
Edit3: Ok, final edit. You CAN do 4 loops on Jam after command throw in corner⦠but itās hard. You have to dash jump UP for the second rep. So the input would be 668j.D,j.D. What this does is retain the trajectory of the normal 9 jump needed to poke her in the leg on the way down, but cancel out the corner pushback because you retain the momentum of the dash.
Edit4: Ok, I lied. Last edit. Promise. Dashing neutral jumps definitely enable you to do longer loops on the lighter characters. I just did 5 on Jam. Dust loop investigation is also going to cause me to flunk out of school. OOOOO YEAHHHH!!!
If thatās Justiceās womb, how come the egg is Sol? Oh shit⦠Solās the muddah and Justice is obviously a mutant seahorse gear since he was incubating the fetus. And Sol must be a dickgirl. So Sol aināt gay with Ky; sheās just butch from the gear operation. But Ky is still gay. Because he likes it in the ass.
Well, aside from what Shinimori mentioned - [623+K -> dash jump D -> fall a bit D -> jc D -> D loop]which is character specific I assume because I havenāt gotten it to work on some - I like to do 623K, dash a bit or run under 5H-2H SJC sj.S-sj.H(2)xx623S/HS,214K. Against everyone but the light people, this should result in a knockdown. If a character isnāt getting knocked down, then skip either the 5H or 2H (I forget which, I think itās 5H) or, if theyāre really light, do the air combo you listed. The knockdown is whatās important, damage is secondary. Whatever combo you choose that knocks down is also the air combo youāll want to do when you juggle someone with 5K-2H midscreen and you donāt have 50% tension. Characters have 420 life.
Oh yeah, if youāre a sick puppy you could probably JI the superjump air combo and stick maybe an extra slash in there or something. Not that Iāve ever tried that, so it could cause the knockdown to whiff for all I know.
ok i think off of the impossible dust u can do 3 loops on baiken but sol just stands there for so long after SD i dont know who would fall for it but im to lazy to check right now ill let u know later becuase u cant tech as well off of dust in the air
for those who dont know
Impossible Dust: SD, jump after that character but BEFORE the screen turns into the dust screen double jump and hit them with another dust last D loop