Sol dust loop setups and instructions

I’m pretty sure it just takes a big chunk out of the guard bar, causing the damage scaling to be pretty wonky

JP, that one Sol video you were referring to has Nightwish’s “End of All Hope” as the background music.

And Zandwich is right. While Fafnir does have 60% base damage correction, it also does a lot of guard damage. According to GCC, it’s guard damage is 6.0 points. O_O So, no, the 60% doesn’t come in mid-combo… it’s the insane guard damage the move does which makes the damage scaling all weird.

ahhh the famos daigo and DAMN!!!60%!!!thats insane im using that move alot more often now and 6 POINTS!!!

There is one thing I find quite fun in the corner with Sol: suppose you get a midscreen connected frc gun-flame, follow-up with Bandit Bringer and then you just bounce their character off the wall with 3-4 fafnirs. You feel like your playing with a ball and then just do an air combo into VV, tatakki otoshi.

You misinterpret. 60% base damage correction isn’t +60% damage or whatever you were thinking. It means that, if the move was the first hit in a combo, subsequent hits do only 60% damage of what they normally would do (in other words, -40%) in addition to guard gauge scaling. 6 points guard damage is bad because, the lower the guard gauge, the less damage subsequent hits in the combo will do. However, if the opponent blocks fafnir, this jacks the guard gauge up 6 points, which is a good thing. If you land a hit which leads to a combo while the guard gauge is raised like this, you will do full damage for the first few hits before the guard gauge drops below 50% and damage scaling takes effect.
What this means is that fafnir is good for pressuring your opponent - not all the time (because it is somewhat slow), but when you can get away with it: for example, after frame advantage from 2S. Another good use for fafnir is, if you can time it right, FRC it at the earliest possible frame - before the active part of the move (you only have 1 frame!!!) - by doing 623+K+S+HS so that Sol cancels and goes immediately into a Wild Throw. This is risky, though, because if you fuck up and cancel later - during the active frames - you will be whiffing your command throw during their block stun. You can also use this for okizeme, but note that the move can’t be meaty because a throw will whiff on an opponent waking up. Alter the timing of the move between meaty and late to create guessing games for your opponent. In no way can I do this even close to consistently. This is Miu type stuff, or at least really good XX Axl player type stuff :karate: - they know what I’m talking about.
Also, I don’t think Daigo made the Nightwish video… did he? They were just playing “End of All Hope” for his GGXX intro at Evo2k4 because he plays Sol and is The Beast (hence abandon all hope ye who compete)… right? :confused:

ur my hero sirriously u know so much about this game and i was thinking exactly what u were talking about with the 60% thing thats still alot and its good for pressure like most time ill FRC gunflame run up fefnir FRC that and command grab or FP, but i din know the statistics of it thanks alot dude u know so much im glad i signed on to SRK after all these years of playing im finally getting some REALLY good responses thanks again :clap:

A blocked Fafnir is a good thing if you have 25% tension lying around your tension gauge (assuming you didn’t go Gun Flame FRC happy yet) since it gives you that much points on the guard meter. But better off with Gun Flame FRC’s than anything really.

JP

Info from gamecombos’ old ggxx site:
lvl 5 attack = 18f block stun on standard guard
Fafnir’s recovery = 13 (startup = 17, active = 3)
So, Fafnir is pretty safe on the block even when not FRC’ed. In fact, it gives frame advantage. The difficult part is getting the opponent to sit still for 18 frames to take the hit.

Unsmart, Daigo did not make that Sol combo video. It’s from the guys at Teiou (or something like that… forget the website name). I believe they’re Korean. I’ve included a screenshot (attachment) of the credits at the very end of the video.

My best guess is that Daigo saw the Sol combo video (cus it was Sol <3) and liked the music. Then he demanded it to be one of his themes at Evo since he’s The Beast or whatever. Or maybe he’s a fan of Nightwish and likes the song. But then the real question pops up… do you even get to pick your “intro song” at Evo if you make the finals?

Go to http://www.acho.com - DL the most recent acho ggxx vids; MDR’s Chipp vs P.C.'s Sol (filename: acho_ggxx_20041125g.wmv)
In the second round - holy shit, Chipp dies in one fucking combo. 100% damage loop after Sol pressure jacks the guard gauge up to about 2/3.

If you’re Japanese and don’t speak fluent English, then no, heh. The wiseguys who run EVO reserve the right to choose in that case, methinks. Super Mario Bros. for Kindebu, anyone? i.e. Fat plumber for Fatty?

yeah that a-cho vid is pretty hilarious if you heard the crowd: “PEHeh!, PEHeh!..” anyway bursts own.

hey Unsmart, lol, 1 wrong Counter hit 2D was the end of MDR. Those 2 plays alot together for some reason, this is like the 5th time I saw them play each other in a tourney. If you guys really wanna see a good Sol (and no, it’s not Miu guys, sorry), look for Isa’s video when he cleared a team all by himself, or Metal’s Sol when he also cleared a team by himself.

Scott: Those characters looks more like Japanese dude :-p, and XYZ is a Japanese Sol player (I have a video of him beasting up with Sol againts Baiken and him I think trying to play as Slayer, then getting beasted as well :-p ).

JP

P.S. I deleted all of my Sol Combo video in my work computer ; ;, damn it.

I tryed quite hard to do the 6P-5H-[j.D,D]*n loop and the loop part is freaking hard to get the timing right, I there a way to get to know the exact moment to press the dust button? And it seems that the jumping dust can somehow cancel into itself because if you try to do a falling Kick instead of dust it comes out wierd.

The timing on the j.D is really tight. You almost have to buffer the first one as it needs to hit REALLY early usually, and you can’t mash the second one as you’re falling, you have to hit it spot on. Practice on Anji.

how do you buffer the first one ? you press before the jump, no that’s a jump install. how ? How many frame do I have to input de First dust for the second to combo ?

To the people that replied to my post are mostly right, some jerk on the dutch forums made me look for non-stagger combos to prove my point. Next to that I’ve seen daigo dusting and basicly: that’s a real dust loop(which you don’t see very often). My question is how does daigo obtain the exact heights without having his opponent recover?

Now, the older combos I gave cannot be recovered if executed perfectly(they can be anti-staggered on the f.HS). Here perfectly is quite a huge word; this word becomes even huger when trying this combo:
Gun Flame, c.HS, j.D, j.S, j.D, j.S, j.D, finish off with revolver(240 dmg). The timing on this combo is terribly hard on a gamepad, so I hope people with sticks have more luck on it:P

You got that j.D problem too? This I have had a world record breaking amount practicing the dmg loop I listed above; it’s terribly odd(and it made me use the input bar to prevent me from smashing up my controller with it’s stoneaged dpad)

The first j.D isn’t actually buffered, but you have to input it really early so its more of a timing thing and feels a little like its being buffered. You have to connect with the j.D well before the apex of the jump. Then you have to be spot-on with the next j.D before you land.

It takes quite a bit of practice. Don’t get discouraged. Its a 2-3 frame link, I’m told.

I could capture one rep with input display on using Fraps or something if people really need it.

I don’t understand what you’re talking about. Anti-stagger? The only thing guaranteed to combo after 6HS is Grand Viper. Set the training dummy to slip recover level 2 and see.
Don’t see real dust loops often? In match vids for #R you see Sols dust looping all the time. It’s not as hard as you’re claiming it is… just practice 6P, 5K-2H JC [j.D,j.D land]x2 j.D JC j.S-j.D xx 623+HS on Anji. You don’t even have to dash jump. Sticking j.S anywhere before the final rep is generally a bad idea because it lifts the opponent higher than the ideal height for looping and it does less damage than hitting with just j.D’s. Finishing a loop with bandit revolver is bad because it does crap damage and it doesn’t knock down. Use volcanic vipers.