Jump to content
Dustloop Forums

Recommended Posts

  • Replies 825
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Found some Sin at 2::14:00.

 

 

It seems the food bar changes color when it's low. I guess to let you know when you will starve yourself with one use. Yellow at 2kcal and red at 1k.

Posted

when the opponent is touching the corner and you do charged beak > [9] > 2D immediately on landing, the 2D will hit meaty on the entire cast and you can link 2P except vs. ky who has a weirdly narrow post-2D hurtbox. this is evidence to me that, unlike regular knockdowns, all characters have the same wall slump timings. i don't play sin; just wanted to test out wall stick properties. but you guys might be able to come up with a nice high/low vs. characters without good reversals! v0v

Posted

About the only way of practically confirming a rising jH I've seen is if you have them blocking a voltic dein already. RCing it requires for you to commit to the RC whether they get hit by it or not so if they block it you just wasted all that meter.

Posted

While it is nice, in this situation I would always prefer to burn the meter for rising jD>voltic dein. Confirms with airdash if it lands, allows for mixups on block. I mean, jH is faster of course but I still feel the drawbacks of using resources this way are a bit too costly.

Posted

It's mostly the fact that it's faster, iirc jump d-> dien only gives you one extra solid high low, which isn't THAT different. I mean, in one scenario you blow 50% meter for a non confirm able overhead, into a mixup if blocked. The other scenario is about the same thing.

Best bonus to the vd is you don't take the rrc penalty to tension gain IMO.

Posted

         On the topic of rising jH, it's in every way less useful than jD in general (VD setups excluded),  but It's useful for one particular setup : on opponent's knockdown midscreen (ideally after Elk Hunt) , do run up instant rising jH with neutral jump : you won't get any combo from the subsequent hit BUT you get a second jH that crosses-up or not depending on the distance at which you performed the first jH (you can do a very quick FD brake on your dash to ensure the second hit doesn't cross-up.Technically, it is possible  DP or mash between the two hits, but it must be done very fast (and mind the cross-up/not cross-up for input plus hit auto-correct) or else they'll end up eating a counter or getting safe-jumped. You can also airdash after the first jH to bait Dps/ chase backdashes/ return to neutral if they are really intent on not staying on the spot . When you do cross-up the opponent after the first jH, you get either one or two hits from the second jH, making it a very tricky mixup. Add to that that the vacuum effect and perfect height makes it very easy to link jH(1)  into 2HS for a very damaging combo, and you've got yourself a decent  shenanigan : there are oh so many ways to counter this (mash, backdash, Blitz, early jump to mess with the following confirm, air throw on non CH hit), but using it  very sparingly to throw them off and netting big damage in the process may be a good idea , you'll only get to steal one round with this, but one round is one step closer to victory !

Posted

What confirm are you using off the jump D -> VD? On bedman im netting about 180 with jump D -> VD, 200 with jump H RRC.

I do airdash>late jS>5B>3B>6H>bnb.

 

 

You're a little too far to get into the 623S route unless you wanna spend more meter but it's still pretty good. Oh and if you somehow hit someone standing with the jD (off of their attempt to grab you or something) you can go in with jS>j6H which should lead to a bit more damage.

Posted

         On the topic of rising jH, it's in every way less useful than jD in general (VD setups excluded)

except jD is reactable. Requiring setup or some additional risk for a real 50/50 is a pretty fair trade-off.

Posted

Rising jD is 22 frames, I'd say that's borderline unreactable honestly. (jD itself is 18f plus the 3-4f jump startup)

Posted

Did anyone catch the bounce on j.d now? That kinda changes the potential of it. Looks like the bounce is similar to sols throw where you can land then enjoy a free combo of choice :)

Posted

Did anyone catch the bounce on j.d now? That kinda changes the potential of it. Looks like the bounce is similar to sols throw where you can land then enjoy a free combo of choice :)

I mentioned it in the other topic when I posted the video with it. I wonder if you can do basketball combos with it if your foe has high guard bar. Sin already had those 100% life combos but now with basketball combos we really HnK in here lol.

Posted

This combined with blue hawk baker comboable into bull bash makes sin so much better. Almost unfair really. I bet elk hunt will go into hawk baker anywhere mid screen without rrc.

Posted

I mentioned it in the other topic when I posted the video with it. I wonder if you can do basketball combos with it if your foe has high guard bar. Sin already had those 100% life combos but now with basketball combos we really HnK in here lol.

 

It'll only be a matter of time when a combo video of Max RISC gauge + 10 j.D dribbles will be released. Someone gotta edit in HnK music.

Posted

I'm noticing a lot of JP Sin players using j214S for okizeme. They jump in with the timing of a safe jump, but using j214S delays their air momentum so they hit/land later. I wonder how safe this is on block, or if it's plus? I am 100% sure that they do it to bait out wake-up throw mash and it looks very effective.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...