Evilagram

sol training list

Feb 2nd, 2016
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  1. BR can be used to close in, then counterhit someone with 5K if they normal blocked it, since 5K is 3f, and BR is -1, and other characters fastest moves are usually 5f. But against an opponent who IBs the second hit, it works less well. Mixing up between BR and Gunflame, as well as GF and fake GF after chaining into a a whole string is fine
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  3. BB is do it when you feel like it would it at that range, it's safe if blocked but can be Blitz'd on reaction. its good specifically for going over pokes or fireballs or meeting someone air-to-air from far away
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  5. don't overcommit to mixups up close, you can feel accomplished just doing 2K 5S 2S 5H gunflame or IAD cancel from that since it gives good corner push
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  7. If you want to spend 25% meter on something worthwhile, chain into gunflame, YRC once they exit blockstun, then go in again
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  9. also just plain old neutral game YRC is good it can eat their inputs and disorient them
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  11. spaced gunflame->Fafnir is basically guaranteed guard guage crank, like on wakeup
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  13. If you knock someone down int he corner, do otg 2K Gunflame YRC, dash jump, and mix up between empty jump 2K 6P corner combo dustloop whatever, or low airdash j.H 5K 6P corner combo
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  15. if you want to counterhit someone midscreen on wakeup to hit mashed 2P or something, do 6P 2S(it whiffs on hit and is blocked on block), and if it hits then run up 5K 2H j.S dj.S H vv
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  17. j.PPPP air-to-air confirmed into VV, the point is getting a knockdown off of a fast air-to-air
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  19. midscreen punish? It would just be 5S 2H grand viper(do it if they dont have burst to not get punished), or 5S 2H 2D
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  21. anti-air punish would be 5K 2H j.S j.S H VV, start with 5K for fastest punish
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  23. any general neutral tips?
  24. 5H spacing, airdash spacing, gunflame spacing, be aware that sol can run under shit with his low profile run, 2D can low profile shit as well, 5S spacing, far 5S 2S whiff is less recovery than just letting far 5S rock, 6H leads to BB on counterhit and its confirmable, when upbacking always FD
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  26. if you have 50%
  27. and the corner
  28. 2D BR 2nd hit RC, j.D, Fafnir, run up 6P delay 5H j.D xx Divekick, H VV
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  30. unblockable OS Wild throw, YRC, up forward H
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  32. http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Combos
  33. http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Moves
  34. http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Strategy
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