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Posted

For the most part my pressure has been mixture of using far 5S, 2S and 236HS for poking. From there go into elk hunt to get in since it's plus on block. Then using 5K,2P,2K if close enough and going to 5S, 2S 236HS/236K to end or continue pressure if i have enough resources. For the most part i feel that Sin's gatling routes, outside of P,K and S normals are pretty bad. 6HS is plus on block but feels really hard to capitalize on that since you can gatling to it from imo awkward places. But maybe like yukikaze said you could potentially do 236K on block and then mixup between canceling into 236H or going for 6H.

 

You could also end your string to to 5S or 2S and go for 5S again for example. His sweep also feels neutral or -1 on block so you could possibly either go for 5S if you are farther or 2P/5K close by or just special cancel into 236K/236HS and go from there. 

 

His most effective range feels to be in far 5S and 2S range since you can go for 236K or just keep poking to crank that RISC bar up. Also at that range you can 6P people's approaches somewhat easy for a real man damage. Makes them think about approaching you carelessly.

Posted

I'm figuring it'll be important to list combos by calories spent to perform them in the near future.

 

That would be logical for ordering but anything ending in beaker driver or 2D knockdown you can eat +10,000 cals. 

 

Personally Ill be playing heavy footsies (f.S/Driver), chicken jumping and pole cancel backdash to piss people off eventually get a Beaker driver CH/RC or just simple combo to knock them towards corner. f.S > Elk > Driver does around 100 puts them across the screen, you can eat and on day 1 you cant drop it. 

 

Then its all about getting a hit confirm into Red Hawk > Bull >  Charged Driver > etc that combo does anywhere from 200 - 280 depending on starter and super finish. Most characters will be nearly done. 

 

I agree with Kinkuli posts and about 6P. If you keep stopping them on the ground with f.S/Driver eventually they will IAD... 6P, Bull Bash (CH) opportunities. 

 

If my opponents not aggressive, Ill eat twice, then go hardcore on special cancels to pump the gauge, I need to check what damage you get from his 5H(1) > 6H >  Red Hawk > Bull >  Charged Driver > 214K (j.K) > 5H(1) > 6H > Beaker > RTL on a flashing gauge its around 284 normally.

 

Block string > 3K > RC > 6H > Red Hawk > etc works

Posted

Made a jD j236HS RC combo inspired by the JP Sin. jHS RC route felt unstable, really specific range etc. Probably affected greatly by weight and hitboxes. Good thing to keep in mind tho. Combo in the combo thread soon btw.

Posted

He reminds me of Faust and maybe AC slayer a bit. Feels easy at the start but remains to be seen once people get better at the game.

 

Also 214S seems to have clean hit property i think. I get 2 results depending on how 214S hits on the jD j236S RC combo. If you hit with tip it's deals less dmg but if you hit with the middle of the pole it deals more dmg.

Posted

In my opinion hes a mashup of Hakumen and Johnny with a run. If your good at special motions hes fairly easy to pick up, but its gonna be hard to open people up and manage meter for big damage. 

Posted

Just still a bit unsure what i should be going for when i get in close. Not too fond of his gatlings.. Wish we had frame data for him.

 

Might do some quick and dirty frame testing with jump technique just to see if anything is + or neutral.

Posted

anyone have an idea on what's my ideal normals for meaties? aside from dp i always seem to get thrown or they jump out. 

Posted

3K. You can make reversals whiff when properly spaced, and it combos into 6H on crouching/CH. 6H is plus on block and a tight blockstring from 3K, along with being jump cancelable so you can go into j. D. If you end a combo in 236H you can do safe jumps with 214K[6] j.S

Posted

I just realised, since 214S is a grounded move then it cant be blocked in the air. Since it covers so much air space and leads to so much damage, are there any tech traps we can implement to make use of this?

 

Tried off 2P 2K 2S 236K 623S(no crit) (small delay) 214S and it catches neutral techs pretty well. Catches back air tech but you dont get 236[H], just uncharged and forward tech catches but maybe unsafe.

 

Something to think about in the lab.

Posted

On the subject of meaties, run up instant j.D is the obvious choice to beat wakeup throws. Just be sure to know your combo from a j.D hitting a standing opponent because pushback differs slightly.

Posted

On the subject of meaties, run up instant j.D is the obvious choice to beat wakeup throws. Just be sure to know your combo from a j.D hitting a standing opponent because pushback differs slightly.

 

you wanna use j.d > 214S right? 

Posted

Yeah, that's the meterless way to do it. I'm sure there's better ways to convert, but right now midscreen I do j.D j.214S land rejump and aircombo. In the corner, with dashing momentum on a crouching Sol, I can get j.D j.214S land 5H(1) 6H 623S(crit) and go as usual, but it may still be possible with a slight dash 5H in less specific circumstances.

Posted

anyone have an idea on what's my ideal normals for meaties? aside from dp i always seem to get thrown or they jump out. 

jH seems like an amazing meaty tool if you can set it up as a meaty.

Posted

After a driver knockdown you can do 214K FD to bait DP as Skargust posted or 214K j.H as a meaty should have loads of active frames

Posted

Little gimmicky thing, if you anti-air someone at 20% with 623S you can buffer in 214S RMC it and get an IK. 

If the 623 doesn't get a clean hit it'll still combo into 214S just the same as long as the anti-air was a counter hit.

 

Oh and you can RMC his throw into IK as well in the corner.

Posted

I'v tried afew times. Just about can manage to get Hawk Baker to combo, but i'm far too late. 

 

RTL hits have some specific timing. I think its gonna be like mission 33, and thats a real bitch to land the j.K.

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