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Posted

Real talk though have you actually been able to recreate the RTL glitch more than once? I sat in training room for 30 mins and couldn't get it to work even once! Also 2K > 2H > 5H > 6H xx 623S is gonna be so real on the punishes. 

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Posted

Real talk though have you actually been able to recreate the RTL glitch more than once? I sat in training room for 30 mins and couldn't get it to work even once! Also 2K > 2H > 5H > 6H xx 623S is gonna be so real on the punishes.

People actually use 2K > 2HS? I've found that in most cases where this string works as a punish, 2HS > combo works already. I find the link almost useless considering the fact that 2K has so much damage proration.

Then again, I mostly employ it on blocked/whiffed unsafe reversals.

If anybody would care to enlighten me on this string, I'd appreciate it!

Posted

I haven't used it since it doesn't actually lead into anything right now except for j.KSK loops. I figured it'd be a nice tool to have for punishing tighter moves since 2K starts up in 7 frames as opposed to 11 for 2H. 

Posted

Sin has a few really good tools but overall he's pretty meh so they smartly looked at the bigger picture. 236K by itself won't win you a match, people just wait for your food to run out and then pressure you when you can't even DP if you overuse 236K.

Posted

Just got home from a local ranbat tournament and ended up getting 3rd place. Here's my matches from top 8

 

http://www.twitch.tv/datcornbread/c/6066136

 

07:22 - Kenta (Elphelt) vs. Brandino (Sin)

57:37 - BananaKen (Elphelt) vs. Brandino (Sin) - Winner Finals

01:07:13 Axis (Leo) vs. Brandino (Sin) Loser Finals

 

Take note that I currently don't own the game or the system, but I would still really like notes from someone who's not me lol

Posted

Just got home from a local ranbat tournament and ended up getting 3rd place. Here's my matches from top 8

 

http://www.twitch.tv/datcornbread/c/6066136

 

07:22 - Kenta (Elphelt) vs. Brandino (Sin)

57:37 - BananaKen (Elphelt) vs. Brandino (Sin) - Winner Finals

01:07:13 Axis (Leo) vs. Brandino (Sin) Loser Finals

 

Take note that I currently don't own the game or the system, but I would still really like notes from someone who's not me lol

 

First match. You did a DP, looked like you were trying to bait something and she didn't act, but it was a very gutsy move, not bad but be wary. Dust combos are a common place to burst as well, it was early in the match so the threat was low, but I get many burst baits by dust, and you were in the corner so if the opponent reads that about you it could be very deadly. My initial impression is you are not very familiar with the Elphelt matchup, so you respect a lot, which is good! Better than trying to disrespect back. Elph is very scary in the corner, she has many options, but if she's doing jab pressure get out of there. At around 8:25 you used a double RC in the combo, I'll assume there was some panic in this regard? You had meterless combo options so I suppose you wanted to go for a possibly cleaner combo ender.

 

Going into round 2 you got caught by dust now fairly frequently, so it sends the message to the Elph that you respect her pressure and may possibly be slow to adapt, which means the player is likely to continue to attempt at tripping you up with it more. Sin's buttons are slow so it's a smart gamble on her part, but it's all about the message it sends. Your sense of meter converting is good, though it seems like you do not at times finish the combos. Feels like you want to keep your meater topped off, which is great in general but it costs you a lot of damage in some cases of upwards 50-100, and it cost the second round here unfortunately.

 

Third round, it seems you have now adapted to her disrespect dust strategy which is really great. But then she does it again next chance she gets =|. You knocked her back and did a running 6H in I'm guessing a meaty attempt into a large damage conversion, but 6H is imo too risky to use in such a way, since it shifts your body very close to the opponent before it becomes active and as such is in many cases a free reversal grab or neutral grab if the opponent is diligent.Then of course not utilizing the burst. Since she disrespects it would have been good to use on wakeup which would give you full meter and the neutral back. She did have meter to RC so I understand the risk but at this point the player has shown themselves not to be behaving in that regard. If you did burst and she baited it, atleast then you had the knowledge going into the next match if the player makes use of that.

 

I think ultimately not blocking the dusts resulted in the match loss, since overall you're a good player but I think you just respected your opponent too much and perhaps may be leery of the matchup. Her dust is -8, so if you IB it that's a huge punish in your favour.

 

 

Match 2 of set 1. At around 11:00, you have the momentum, but you use your meter for literally no reason ><. You RRC'd the Elk Hunt from Beak Driver into 3K, and the issue with that is your opponent was already blocking and 236H is a mid which commonly gets cancelled into the 236K low, so unless she scouts an overhead which Sin is not good at, or a risky throw, she had no real threat for that RRC unless she was being very reversal happy which Elphelt cannot play. The Bull Bash YRC was a nice attempt, it would probably catch an average player pretty well, but the freeze from the YRC is enough time for a human to react to, and again with no overhead option she is safe to go back to brainlessly blocking low. By this point the Elph recognizes that you use a basic special string, so she can easily block it and just wait for you to burn meater. The most common Sin matchup tactic is block until me(a)ter is gone and then get at him, so as Sin users we must be /very/ creative in pressure (It's the struggle). Overall though you definitely seemed to get more of a bearing this match, perhaps a bit of a warm up and possibly beginning to see the opponent's traits more. Good stuff.

 

 

Match 3 of set 1. It seems like off CH's your confirms are lacking, so I guess either start adding the followups to your game, or if you do have them then it's a situational awareness thing, not the end of the world. The meaty DP is an interesting choice, the YRC mixup after was very nice. I like the Beak Driver chip out attempt, smart play but the Elphelt was aware, still great job. By this point your confidence looks much better and the Elphelt was ultimately sloppy, not trying to respect the neutral but going for a cheap win.

 

 

Too tired to watch the other two right now, but I hope that was helpful. Obviously you do a lot of things good, but I figured you wanted more of a critique for your game, 

Posted

Just got home from a local ranbat tournament and ended up getting 3rd place. Here's my matches from top 8

 

http://www.twitch.tv/datcornbread/c/6066136

 

07:22 - Kenta (Elphelt) vs. Brandino (Sin)

57:37 - BananaKen (Elphelt) vs. Brandino (Sin) - Winner Finals

01:07:13 Axis (Leo) vs. Brandino (Sin) Loser Finals

 

Take note that I currently don't own the game or the system, but I would still really like notes from someone who's not me lol

 

I remember you had quite a few videos of you playing online. You playing from a friends console?

 

Anyways I'm gonna keep it as short as possible. Seems like you understand the character pretty well. I have to say that your offensive decisions are very creative. Your 6H YRC approach is pretty cool. DP into Slide YRC was another cool one.

 

The problem that you seem to be having right now is over aggression on your pressure. You're throwing in way too many specials in a row and end up being really low on food when you should not be in that situation. There's no need to do all of that, you can just end it in slide and continue the pressure because you are +2. You also need to place more emphasis on eating. You are continuing to be super aggressive when you are low on calories and when you confirm into BnB slide into stab, you go hungry and you're forced to RC to eat or you just go hungry and get punished. No point in being in that situation if you hit them. Just go straight into eat after slide if you are low on calories. Also this ties into your meter management and is very apparent when you fought Axis. Your over aggression led into a lot of YRCs trying to open Leo up but it didn't really go anywhere or was worth it. In the end, you ran into a couple Flash Kicks from Leo and you ran out of meter to do Dead Angles which is really important if you get caught in his pressure. You should also end midscreen 5S > 5H > 6H with jump j.S, j.6H etc. In your match against BananaKen you went for DP which might work sometimes but it's not guaranteed. 

 

You seem to be really playing on feel. Seems like you had some lack of matchup knowledge in some matches which is normal. Something to note is that Elphelt's shotgun command grab is actually grab invincible... so it's risky to try grabbing her which is what you did once and got scooped. Also try to bait more flash kicks from Leo. You always get a meaty punish and they're forced to burst or else they lose over half of their health. You did it twice and he was forced to burst at least once. Hope this helps, and I look forward to seeing you play more. You're really creative and I already have some stuff stolen from you. ;) 

Posted

Sin Changes ?
 

6+P Now jump cancellable. Recovery increased from 15F to 18F. Hawk Baker Floats the opponent even when hitting from afar. Far hit untechable timing now the same as close hit. Far hit knock back distance decreased. Elk Hunt Active time increased from 5F to 6F. Recovery reduced from 12F to 11F. Hitbox and hurtbox during attack start-up expanded. Initial hit damage proration 90 added. Now floats the opponent higher on hit. Beak Driver Landing recovery removed. R·T·L Fixed bug that caused Sin to remain in place when repeating the follow-up inputs quickly.
 

Seems like mostly good buffs, and lots of new combo route opportunities.

Posted

Just got home from a local ranbat tournament and ended up getting 3rd place. Here's my matches from top 8

 

http://www.twitch.tv/datcornbread/c/6066136

 

07:22 - Kenta (Elphelt) vs. Brandino (Sin)

57:37 - BananaKen (Elphelt) vs. Brandino (Sin) - Winner Finals

01:07:13 Axis (Leo) vs. Brandino (Sin) Loser Finals

 

Take note that I currently don't own the game or the system, but I would still really like notes from someone who's not me lol

If I may ask, why don't you own the game anymore (if you owned it at all)?

Posted

If I may ask, why don't you own the game anymore (if you owned it at all)?

 

 

My PS3 died and I only own the JP digital version of the game :\

Posted

From Hiago:

 

- 5HS: first hit damage reduced from 30 to 25; second hit damage increased from 30 to 35

- 2HS: first and second hit damage reduced from 32 to 28
- Bullbash: damage reduced from 60 to 50
- Air Beak Driver: recovery nerf reverted
- Food Gauge: gauge changes color when it's under 1000 points

 

I thought the Air Beak Driver change from earlier was a buff since they mitigated the landing recovery. So it was reverted?

Posted

From Hiago:

- 5HS: first hit damage reduced from 30 to 25; second hit damage increased from 30 to 35

- 2HS: first and second hit damage reduced from 32 to 28

- Bullbash: damage reduced from 60 to 50

- Air Beak Driver: recovery nerf reverted

- Food Gauge: gauge changes color when it's under 1000 points

I thought the Air Beak Driver change from earlier was a buff. So it was reverted?

Damn, air BD buff didn't stick around? I'm disappointed, thought it'd finally become a worthy move. As it is wuite a bit of risks for little reward at the moment.

I'm guessing they're making a bunch of nerfs to the HS moves because they wanna keep the Hawk baker buff?

Posted

It makes sense that they would reduce the damage of his normals when he has easier access to using them in combos due to the massive 623S buff.

Posted

My Japanese isn't all that great, but looking at sin's loketest 2 changes, there seems to be a lot of other tweaks to his normals that aren't highlighted red, and I haven't seen them listed. They rearranged frames for J.S to give it more active frames(like they did for Elk Hunt)(active from 3 to 6, recovery from 22 to 19). Should make j.S safejumps easier. Also, if I read this correctly, Ground Beak Driver seems to blowback on the first hit also. If thats true, that means beak driver 1 hit -> eat doesn't leave your opponent close to you to do oki/pressure. That seems like a big deal to me, but it might not matter because of the Baker buff.

 

The other notes are either minor or too full of kanji for me to quickly read and cross check with whats already been translated.

Posted

I just used Google Translate and went about the changes old fashioned. Honestly none of the changes this time around besides the damage nerf and blow back on ground beak driver matters. Some of the damage nerfs weren't even warranted, 2HS as a normal is only used as heavy whiff punish, some ground Blitz rejects (maybe because BS is getting buffed so they're nerfing his strongest normal?), and very occasionally used in combo enders. The nerf on 5H and Bull Bash effectively nerfs his overall damage on BnBs. By taking out the recovery buff on air Beak Driver and making 1st Ground Beak Driver blowback this nerfs his oki game as well. 5P and CH j.D buffs were uhh......?

 

I just hope the buff on 623S is really worth it. I just want to hear a really good Japanese Sin player play in loketest and offer their thoughts on the overall changes if it's ok or not. Sin as of late, doesn't seem to be popular in the loketests since I hardly hear anything about him on Twitter. 

Posted

Sin isn't really all that popular in general it seems so you're really better off just waiting until the update drops and form an opinion based on matches you see.

Posted

Full Sin changes:

 

5P:

- Damage up from 8 to 12

 

5HS:

- Second hit is now jump cancellable

- Recovery frames down from 30 to 24

- First hit damage down from 30 to 25, second hit damage up from 30 to 35

 

2HS:

- First hit and second hit damage down from 32 to 28

 

jS:

- Active frames up from 3 to 6

- Recovery frames down from 22 to 19

 

jD:

- Now triggers a ground bounce on CH

 

6P:

- Is now jump cancellable

- Recovery frames increased from 15 to 18

 

Hawk Baker (623S):

- Makes opponent float even when hitting from longer ranges

- When hitting from longer ranges, untechable time is the same as for a close range hit

- When hitting from longer ranges, the pushback is shorter

 

Bull Bash (214S):

- Damage down from 60 to 50

 

Elk Hunt (236K):

- Active frames up from 5 to 6

- Recovery frames down from 12 to 11

- The move's hitbox and Sin's hittable hitbox are bigger when the attack comes out

- Damage proration of 90% added when the move hits as a first hit

- Opponent floats higher when hit

 

Beak Driver (236HS):

- Opponent is now blown far away on the first hit

 

Air Beak Driver (j 236H):

- Landing recovery removed

 

RTL (632146 H):

- Fixed bug that caused Sin to stop in place when inputing followup motions at high speed

 

Calorie gauge:

- Gauge color now changes when under 1000

 

 

 

Red changes are supposedly new from the previous loketest, but a lot of black ones were not reported before. Strike-through changes have been reverted.

Posted

Personally I think the Hawk Baker changes are a pretty big deal, potentially giving to Sin access to his stronger combos from pretty much any hit assuming he has enough food meter.

 

Considering the implications in terms of both damage and post-combo positioning (623S clean hit > 214S > Eat gives knockdown, food and enough room for okizeme mixups), I guess it's only fair they nerf his damage a bit to compensate.

 

The way I see it, Sin will deal less damage from big punishes and random CH hits but overall should have more opportunities to land good combos from all sorts of situations.

Posted

Personally I think the Hawk Baker changes are a pretty big deal, potentially giving to Sin access to his stronger combos from pretty much any hit assuming he has enough food meter.

 

Considering the implications in terms of both damage and post-combo positioning (623S clean hit > 214S > Eat gives knockdown, food and enough room for okizeme mixups), I guess it's only fair they nerf his damage a bit to compensate.

 

The way I see it, Sin will deal less damage from big punishes and random CH hits but overall should have more opportunities to land good combos from all sorts of situations.

Yeah I'm liking a lot of his changes thus far. His overall Neutral game seems like it should be better as well. Kind of excited to test out some J.d from HS mix ups.

Posted

Out of curiosity, has anyone tried to implement beak driver corner loops into their game? When I first saw the video about it, I kinda wrote it off as a funny combo video combo that was too character and situationally specific to be practical and didn't try to practice it, but seeing Gaku play and just completely win games with it has changed my mind. Has anyone had enough success with it to be able to explain it, or will I need to learn japanese to translate the video?

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