TITANIUM BEAST!!! Posted May 8, 2015 Posted May 8, 2015 If so that's really good. 2D is 0 on block, so being able to cancel to specials at any point in the recovery would make it very strong in pressure and potentially allow hitconfirms.
Renegade Posted May 8, 2015 Posted May 8, 2015 Biggest buffs (IMO)1) Hawk Breaker (His DP) has the same untechable time on close or far hit. That means bonkers combos from anywhere. People would randomly get blue hits and fall out.2) Elk Hunt startup reduced, hitbox expanded, floats higher. This makes it more Stun Dipper like, but plus on block.3) 6P buff is huge. I was just going into 214S no matter what cuz I'm lazy.4) Counter Hit Jump Dust now wall sticks (!!)... don't mash wakeup throw!5) Calorie guage changes colors. Which is like the dummy light on stick shift cars telling you when to shift. I need this so bad in my life.
TITANIUM BEAST!!! Posted May 8, 2015 Posted May 8, 2015 I'm pretty sure j.D CH is a ground bounce? And the Hawk Baker buff is great, but I don't think it always gives Bull Bash on hit? I know you can do a vault into an air string, at least.
FKGunBlaze Posted May 8, 2015 Posted May 8, 2015 I just realized that I have the US version so I can't get the patch yet, RIP in piece me Don't worry. It' ll only be a few hours...
BatousaiJ Posted May 8, 2015 Posted May 8, 2015 Biggest buffs (IMO) 1) Hawk Breaker (His DP) has the same untechable time on close or far hit. That means bonkers combos from anywhere. People would randomly get blue hits and fall out. 2) Elk Hunt startup reduced, hitbox expanded, floats higher. This makes it more Stun Dipper like, but plus on block. 3) 6P buff is huge. I was just going into 214S no matter what cuz I'm lazy. 4) Counter Hit Jump Dust now wall sticks (!!)... don't mash wakeup throw! 5) Calorie guage changes colors. Which is like the dummy light on stick shift cars telling you when to shift. I need this so bad in my life.  Nice changes.  What's the 6P buff?  Is his + on block moves still 2/5P, 2K, 6HS and Elk Hunt?  It looks like you can't do 236K > 236HS >236K > 236HS any more. 236K > 623S > 214S > 236HS does, though without critical hit on the 623S.Â
edollarports Posted May 8, 2015 Posted May 8, 2015 By delay cancel do you mean what anji had in +r where he can special cancel at any point in his recovery?  Yeah, you have a significant portion after the move connects where you may cancel the move.  In 1.0, 2S was the only move that noticeably possessed this property.  For 2H/6H you can't delay cancel into normals/specials, but you may delay the jump cancel, so if you want, you can 2H delay 2369K to stagger slide off of 2H or such. This character's cancel routes are so fucking goofy I don't remember CH j.D wall sticking, but maybe I was too low/far from the corner. Â
SynikaL Posted May 8, 2015 Posted May 8, 2015 Yeah, the wallstick for CH j.D has to be wrong. It's in the patch notes via SRK, but it didn't work for me when testing last night after the patch went live.Â
Dreiko Posted May 9, 2015 Posted May 9, 2015 Nice changes.  What's the 6P buff?  Is his + on block moves still 2/5P, 2K, 6HS and Elk Hunt?  It looks like you can't do 236K > 236HS >236K > 236HS any more. 236K > 623S > 214S > 236HS does, though without critical hit on the 623S. 6P is jump cancellable on block and on hit now.  On that last combo you actually have enough time to 236[h] too, but it can be tight and maybe char-specific.
BatousaiJ Posted May 9, 2015 Posted May 9, 2015 6P is jump cancellable on block and on hit now.  On that last combo you actually have enough time to 236[h] too, but it can be tight and maybe char-specific. Oh nice, so we're not forced to 6P > 5S > etc etc to confirm- that makes it much more consistent.  The 236[H] on the last hit of that combo must be character specific, who was it working on for you?
Destin Posted May 9, 2015 Posted May 9, 2015 Oh yeah, i was also doing yada yada 236K 623S 214P j.s j.6h land 5p jc j.p j.s jc j.k j.s j.6h 236H. Â The damage over the standard route probably wasn't worth the effort.
Zephyrion22 Posted May 9, 2015 Posted May 9, 2015 Do note that the new effect on 623S allows you to go into 5H loop from any starter in the corner : just do stuff >2D (you can do 236K but less calorie efficient) > 623S(blue) >214K > jS (>jP)>jK>5H into loops. Giiven how Blue DP kills damage, you're better off going for a Voltic Dein setup this time around  Also don't forget that 214S is a great knockdwown, as it gives a refill and allows you to pressure afterwards, so doing 236K>623S>214S>214H might be viable in some situations.  Also here is a completely gimmicky corner-to-corner combo to set a Voltic Dein on mid and heavy characters (works on lighter chars but the distance at the end of the combo is not optimal) for 100 tension (only ! xD)  stuff>cS Jump Install>2D>623S(blue)>214K[6]>jK>jS>j236H>RC>airdash>dash 5K>5H>delay 236K>236H> Voltic  the damage is not worth spending so much meter, but hey it's classy, and we all need a classy useless combo in our bag !
Destin Posted May 9, 2015 Posted May 9, 2015 you can 623S 214S into normal loops midscreen against lights.  Here's from 5 mins of training mode.  Near cornerish, 236K 623S 214K j.s j.k (wall stick) land, do more stuff works.  Even closer to corner, blah 623S 214S 236[h] 236[h] 214K j.s j.k 2H 5H eat or whatever (go for dein setups).
Valas Phoenix Posted May 9, 2015 Posted May 9, 2015 After "falling" JD CH corner you can do 623S>214S>236[HS]>2366[HS]>236[HS], if you have meter set up 236236P and then Rising JHS>delayedJ214HS>5HS>IAD>JK>JS>JK>5HS>IAD>JK>JS>JK>5S>5HS>IAD>JK>JS>JK>5HS>214HS, you're doing 430 dmg on Axl if you're able to pull off both  Messing a bit with jump install, you can try to do these on block, 5K>5S>8>5fS>236HS(1Hit)>214K>JS>JD>JD\2D, I'd use it if I had 50 tension bar to either punish any AA or converting damage from the second JD, if they press something you have a full combo out of the first JDCH anyway. Try to do JS as low as you can to have JD really close to the ground, that way is hard to tell if you're going for 2D or JD again.
Destin Posted May 9, 2015 Posted May 9, 2015 Valas, you can prolly omit the 214s after rising j.h and replace with falling a, 2h(3), 5h, 6h, jump ksk ect.
Destin Posted May 10, 2015 Posted May 10, 2015 That falling a was an autocorrect. It should be a falling S. You don't NEED the falling S if you have a REALLY good VD setup. If your vd setup is a bit closer, you gotta go to falling S.
Zephyrion22 Posted May 13, 2015 Posted May 13, 2015 First update of the combo section in DL wiki is done. I tried to include all the technology I've seen from matches (most notably Gaku's Voltic into refill combos) + stuff from the combo thread, But I probably missed quite a few interesting combos, so let me know if you feel something is missing.!
BabyMoses Posted May 14, 2015 Posted May 14, 2015 Dunno if this was mentioned before, but Sin can now connect a 6h after f.S 236H RC 66 on short characters now, thank god. Might want to change that on the wiki too.
KentoHardRok Posted May 14, 2015 Posted May 14, 2015 With all of these new option for Sin to just pile on hit after hit I'm noticing a huge difference in damage scaling. Any combo with a P in it almost does 20% less damage off the bat. Even if you start a combo with 2p>2k vs going straight into 2k there is a big difference, more so than pre patch I think. I have been trying to find a faithful anti-air combo starting with 6P and I think I get the most damage with 6P>j.S>j.6H>214S>236H. Not flashy or hard and its always available. Now I know if you can land a 5H after 6P then you have more options but that's situation specific.Â
BatousaiJ Posted May 14, 2015 Posted May 14, 2015 What's the go to air combo for consistency sake, it seems ending the air combo with j.6H > j.214S > j.236H is the most damaging route but I seem to whiff the j.6H as they aren't high enough sometimes. Â Any good combinations to normalize the height of the hitbox to guarantee hits to connect properly?
NagorbMan Posted May 14, 2015 Posted May 14, 2015 From what I've seen from jp sins, they'll do j.s j.k j6h j236h. I think you have to make adjustments to your air string based on height and weight of your opponent by adding j.ps or omitting the 214s or doing j.h 236h. The goal is to end with beak driver and any buttons you press before that should try to get you to that end.
Zephyrion22 Posted May 14, 2015 Posted May 14, 2015 Basic and most reliable air string is j.S>j.P>j.S>dj>j.S>j.6H>j214S>j236H : the good thing about it is that you can adjust mid-combo just by putting delays between the first jumps normals + jump cancel (the less delay the higher you get and the lower they are). Issue is that opponent can air tech after j236H whenever the combo have prorated a little. Next most reliable strings are jS>j6H>j214S>j236H for damage and jK>jS>j.6H>236H for easy KO + calorie economy. All the other chains are good too, but you need to know in which cases and against which char they work/don't work. Lastly, whenever you go for air combos from 5H>6H, delaying the 6H so it hits them at the perfect height is often your best choice !
KentoHardRok Posted May 14, 2015 Posted May 14, 2015 I'll piggy back off that and say that the delay is important especially for those j.k>j.s strings in the corner. Too high and you won't get the 5h.
BatousaiJ Posted May 14, 2015 Posted May 14, 2015 Thanks for the prompt response, fellas. Â Basic and most reliable air string is j.S>j.P>j.S>dj>j.S>j.6H>j214S>j236H : the good thing about it is that you can adjust mid-combo just by putting delays between the first jumps normals + jump cancel (the less delay the higher you get and the lower they are). Issue is that opponent can air tech after j236H whenever the combo have prorated a little. Next most reliable strings are jS>j6H>j214S>j236H for damage and jK>jS>j.6H>236H for easy KO + calorie economy. All the other chains are good too, but you need to know in which cases and against which char they work/don't work. Lastly, whenever you go for air combos from 5H>6H, delaying the 6H so it hits them at the perfect height is often your best choice ! I think I value the knock down for calorie sake to not let the combo prorate too much letting them air tech. Â I'll try to minimize the hits and take a small hit on maximum damage in that regard. Otherwise, I'm having most success with the j.K > j.S> djj.S > j.6H > j.214S > j.236H.Â
Dreiko Posted May 15, 2015 Posted May 15, 2015 6P>cS>5H>6H>JK>JS>JS>j6H>J214S>J236H is the ideal thing but sometimes due to height issues you won't be able to hit it as well. If you want something super duper easy to do that works on most chars you can just 6P>JSJPJS>JS>JP>JS>J236H.
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