Sol dust loop setups and instructions

:expressionless: guess ill help.

beware these vary depending on character.

dloop from command throw 0 tension:
commandthrow->j.D-airdash->K-D->Dloop

dloop from regular throw:
facing corner regular throw, K-S-(2H optional) Dloop, or K-S-Bandit Revolver, Dloop

dloop from volcanic viper:
do Hardslash Volcanic Viper, upon the 2nd hit you need to immediately RC, fall D, begin dust loop.

jump installing:
from Bandit Revolver: K9-S-2D-Bandit Revolver-RC-Airdash-S-D-Begin Dloop

from Grand Viper: S9-S-H-Grandviper-RC-S-D-double jump-S-D, begin dloop

you can also get dloop from bandit revolver on bridget with no tension

tips on dlooping bridget: because she(yes she >_<) pops up so high, you can scrub dust loop her much easier. (ie j.D,JC,j.D,land repeat)

hope that helps.

I think my favorite dust loop setup is (opponent in corner)(2)K-S-6P xx [Gunflame FRC Bandit Bringer]x n > loop. It’s 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)it’s safer and 2) I dunno. I like the impossible dust, too. Fuck, there’s like 308703597 ways to go into the loop, so never mind.
Juggling counter-hit air dusts sucks, so when the opponent’s guard gauge is flashing or full and you land a hit, chain to HS or 2D then cancel to gunflame. Then, if it’s 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.

[quote=j1n]
:expressionless: guess ill help.

beware these vary depending on character.

dloop from command throw 0 tension:
commandthrow->j.D-airdash->K-D->Dloop
QUOTE]

You can do that on most characters, I think it’s 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.

JP

as long as they work and do more damage than the initial loop setups like FP DHS loop than why not post them somebody will enjoy them somewhere

Actually, for the most part, the longer the setup for the dust loop, the less damage you will do in the long run. 6P-launch and five full reps does around 270-80 on most characters, more than most setups. This is because in #R j.D takes a lot more out of the guard gauge than it did in XX, and is, in fact, no longer Sol’s most efficient damage/guard bar damage move anymore. For example, against Bridget, compare the damage of {j.D land HS JC [j.D,j.D]x3 xx VV(HS)} (243dmg) to {6P-HS JC [j.D,j.D]x3 xx VV(HS)} (260dmg). However, it’s the move he can loop with for zero tension, so he still must use it. But when you have tension, splurge it on Gunflame FRC Bandit Bringer loops whenever you can because they are awesome: they do great damage for the chunk they take out of the guard bar. HS and 2HS are alright as well. RC uppercut is strong. Anything extraneous like P, K, j.K, j.S, 236K stuck into the combos will reduce the full combo’s damage. For an example of this, take Bridget again. Bridget is fairly difficult to dust loop for 3 reps off of a simple 6P-HS setup. If you manage to do 6P-HS JC [j.D,j.D]x3 xx VV(HS) it does 260. However, say you want to do more reps for more damage? What if you do Bandit Revolver loops to make Bridget heavier to get the perfect height? 6P-HS xx 236K, SĀ© xx 236K, SĀ©-2HS JC [j.D,j.D]x3 j.K-j.D JC j.S-j.D xx VV(S)does 252. So in this case, you hit Bridget a lot more, completing 4 dust loops even, but did less damage in the long run.
Of course, you can’t always choose the most damaging setup in a match. 2K and 623K are extremely useful, although they prorate. I’m just being an ass by nitpicking your comment about damage - smaller setups do more damage unless the guard gauge is jacked up or you’re doing GF FRC BB loops. Ultimately, it’s the usefulness and reliability of the setup that counts.

hillarious, and good to know

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 it’s 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 reps…i think it might of been scorchingflame…shrugs

j1n’s combo vid is hillarious.
http://gamecombos.com/forums/showthread.php?threadid=15155&perpage=30&pagenumber=1

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.

JP

I think that’s the Sol combo video with a song by Nightwish. I forgot what song, but i think it also shows him doing 4 FRC’s on any of his moves at the end of the video. There’s 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 I’m 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 enough…

Hehe, the Soultaker (Taiwanese) combo video with Sol showed Baiken being d loop’d I think with 3 reps before finish. I think it’s sj.d,d then followed by 2 j.d,d’s then finisher. If you guys have that vid, it’s there. Jam is weird, I can’t seem to find that sweet spot where you can do 2 reps before finish, and seems that every JPN’s combo vid that I saw started with Bandit loop, then 2 reps, then finish. Hmm, I dunno I may have to try that more.

JP

off of command grab?

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 want…

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 Jam’s were off wild throw. I might have the look at the vids again. Anyway, yea, I do agree with the heavy vs light chara’s on doing D loops. The lights are so restricted yet, so funny since they get hurt far more than the heavy ones heh.

JP

hehe you like :smiley:

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 you’re 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 what’s 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 she’ll 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 it’s 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 that’s Justice’s womb, how come the egg is Sol? Oh shit… Sol’s the muddah and Justice is obviously a mutant seahorse gear since he was incubating the fetus. And Sol must be a dickgirl. So Sol ain’t gay with Ky; she’s just butch from the gear operation. But Ky is still gay. Because he likes it in the ass.

What is the most damaging midscreen-without-meter-of-a-wild-throw combo ?
I use 623k-5HS-jc-S-jc-S-VV, for I don’t know how much damage.

Oh and how much hp does have a full character by default ? Because when you say that hurts for 260dmg, out of what ?

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 haven’t 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 isn’t getting knocked down, then skip either the 5H or 2H (I forget which, I think it’s 5H) or, if they’re really light, do the air combo you listed. The knockdown is what’s important, damage is secondary. Whatever combo you choose that knocks down is also the air combo you’ll want to do when you juggle someone with 5K-2H midscreen and you don’t have 50% tension. Characters have 420 life.
Oh yeah, if you’re a sick puppy you could probably JI the superjump air combo and stick maybe an extra slash in there or something. Not that I’ve 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