A sol combo technique. It involves the corner, the opponent in the air, and Sol hitting the opponent with j.D, then he hits the opponent again with it, before landing. This gives him enough time to land jump and hit with j.dust x 2 again. Repeat til you need to dash and jump to combo, then repeat til you can’t land anymore and finish it off with a HS Volcanic Viper + kick. Then after your opponent is stuck on the ground, move in and mixup with throw, 6P, dust, or hell whatever you want and try and do it again. the loop itself is usually good for about 40% or so damage.
Jesus christ man, can’t you just click these links and read for yourself?
For Dust moves, I would think that comboing into them are better since there is at least a little stun period for the character. I haven’t played too many people to really try that so don’t hold me on it. I agree that they shouldn’t be used so much.
Either way seems fine, just as long as you keep control of the match. I guess they did it so that it just doesn’t become a large combo fight to force people to use good skill to win. So just do all you can to stay on top of your opponent.
Already been answered. Besides, I don’t know enough about the game to even notice.
I’d only use it as a last resort, but even then I’d restrict it to the computer. The results are great, but it’s easily blockable and dodgeable depending on the character used.
something soon to be of the past unfortunately, in slash it no longer exists, though its anyone’s guess how long it will take slash to disseminate throughout the US
Cannon loop is still there. The D-loop was disabled because it allowed you to do 250+ without tension during the combo (unless you begin it from a Bandit Revolver RC).