Robawtninja Posted March 20, 2015 Posted March 20, 2015 You can sift through this to find some Sin play. Trust (OJ Sin) and Gaku should be in here. http://www.twitch.tv/joniosan/b/638680412
Dreiko Posted March 20, 2015 Posted March 20, 2015 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.
SuperJ Posted March 20, 2015 Posted March 20, 2015 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
Destin Posted March 20, 2015 Posted March 20, 2015 I find the common wall slump timing even more interesting!
mizuiro-kitsune Posted March 20, 2015 Posted March 20, 2015 Fist piece of "Sin 1.1" Footge I found. What do y'all think? (posted in the video thread too) https://www.youtube....utu.be&t=10m33s
Destin Posted March 21, 2015 Posted March 21, 2015 You can RC instant jump h against beddy into landing jump s 6h 2h, ect. Might work on other people
Dreiko Posted March 21, 2015 Posted March 21, 2015 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.
Destin Posted March 21, 2015 Posted March 21, 2015 It's good to know your tools, even if you don't use them everytime. J.h rrc still sets up a secondary airdash/sweep ect mixup.
Dreiko Posted March 21, 2015 Posted March 21, 2015 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.
Destin Posted March 21, 2015 Posted March 21, 2015 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.
Zephyrion22 Posted March 21, 2015 Posted March 21, 2015 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 !
Destin Posted March 21, 2015 Posted March 21, 2015 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.
Dreiko Posted March 22, 2015 Posted March 22, 2015 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.
Naka Posted March 23, 2015 Posted March 23, 2015 If you guys watched the last event, this is SOS's twitter: https://twitter.com/SOorXTC He is the best Sin player I've ever seen
Eshi Posted March 23, 2015 Posted March 23, 2015 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.
Dreiko Posted March 23, 2015 Posted March 23, 2015 Rising jD is 22 frames, I'd say that's borderline unreactable honestly. (jD itself is 18f plus the 3-4f jump startup)
TITANIUM BEAST!!! Posted March 23, 2015 Posted March 23, 2015 I'd say if you're looking for j.D, it's probably quite reactable. j.H though? Good luck.
Destin Posted March 24, 2015 Posted March 24, 2015 Instant jump h rrc Landing j.s j.6h works against ky too, timing is harder.
KentoHardRok Posted March 24, 2015 Posted March 24, 2015 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
Dreiko Posted March 24, 2015 Posted March 24, 2015 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.
KentoHardRok Posted March 24, 2015 Posted March 24, 2015 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.
Robawtninja Posted March 24, 2015 Posted March 24, 2015 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.
Dreiko Posted March 24, 2015 Posted March 24, 2015 Sin will be the king of the wasteland and control the entire world's food supply.
Eshi Posted March 25, 2015 Posted March 25, 2015 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.
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