Jump to content
Dustloop Forums

Robawtninja

Members
  • Posts

    359
  • Joined

  • Last visited

Other Info

  • Location
    Gilbert, AZ
  • PSN
    Robawtninja
  1. Great points about fighting w/o calories. A few things I'd like to add are mostly dependent on your tension meter, if you have any. YRC is gonna be your friend here but gotta use it wisely. A cheeky method of sneaking an eat is to get space YRC > Eat > YRC. Slowdown will definitely throw them off the first time so use it really sparingly. f.S into eat is another cheeky way to eat as well. At this point your opponent is going to be playing very reactionary, unless they're no paying attention. If you eat, then they'll attack. Take note if your opponent has slowed down then that's what they're scouting for. Go ahead and eat in front of their face to bait them to attack and YRC in the middle to punish their attempt to punish your eat. It's slightly risky but if you know their method of punishing then it shows that you're in control of the opponent even if you have 0 calories. Normals into super/specials is still good. If you can force them to block a VD super then you're good to eat. Many Sin players forget that Sin can still do specials and finish before going hungry. f.S into charged BD won't get you hungry until you recover. You can force them to block BD and then RC > Eat. Another neat application is doing 2K > Elk hunt > YRC before active frames and grab. It works essentially like a tick grab because of the low blockstun of 2K and Elk Hunt having to go through a certain amount of startup frames before becoming active. If you have no calories and no meter, then get ready for a good ole scrappin'. But stay vigilant and strong and make good use of his awesome normals.
  2. Just wanted to comment on the Sol matchup which I feel is very difficult. 4-6 at least. He wins at basically all ranges but Beak Driver range. If he IB's your 236K, you are forced to respect him unless you choose to frame trap him with delayed 236H but those guesses are never in your favor since you're just constantly consuming calories. Unless you're already on top, his normals are much faster so they will usually always win. And his pressure is difficult to get out of. You have to play a very well spaced game in order to win this matchup. Also beware of 2D, it's one of his best normals against Sin because fast startup and super low profile.
  3. IMO, Gaku is the more consistent Sin. He plays him in a safe and pressurized manner and utilizes VD very efficiently, not to mention his confirmations are top notch. JT plays Sin in an extremely aggressive manner and many times will continue to go in on no food. JT has been getting increasingly better with Sin but doesn't change the fact that he's still really aggressive and at times reckless. I would say Gaku is better with Sin but because there's only been footage of JT playing recently I can't say who's really better. The Sin you're talking about is Atashinchi. His method of charging Beak Driver is pretty funny but oddly effective.
  4. Damage nerfs were made to 2HS, 5HS, and 214S iirc. I think it's sorta noticeable but it's not really confirmed.
  5. 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.
  6. 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
  7. There are setups that involve with RC'ing after stabby stabby to jack the RISC gauge up and doing mixups with CHs. Also yes it's been stated that you can combo off CH throw from RISC. The gauge needs to be about 72% full, tested from training room. There was also a really solid Sin player using ALOT of VD's. His name was Trust. This was before the 3v3.
  8. You have to build up the hitstun by adding a ton of hits if you can. This is assuming that you are in the corner. I'm not exactly too sure what's the optimal distance to get a VD setup. But if you are in the corner, your combo is too short. Try adding a 5HS IAD j.K j.S j.K in between and stuff to get proper pushback at the end with Beak Driver. I was not replying directly to you. There were other naysayers before you and I put out my points to why I believe 5HS loops are worth it. I'm not sure why the combo cranks the burst meter more than any other combos. DL wiki does not state an actual formula for building burst besides damage. So you're basically saying that the burst gauge refills itself based on hits and not damage value taken? I didn't know that was common knowledge or if it's something only you know. Also do you actually know how many 5HS IADs in a combo you can do? 2 is basically the max, 3 if you started the loop really early but the first aren't usually IAD's. So you can't even go past 2 anyways if you started off anything else because of gravity and pushback. The reason to go for as many loops as you can is to maximize building your own bar and to get the pushback/meter for VD oki. The benefits from this combo, if it leads into VD oki, really outweigh any of the negatives like building opponent's meter or even burst meter.
  9. Not really related but now that everyone is throwing out the fireball super, just wanted to point out it's spelled "Voltec Dein" and not some of the things that's been said here. That's what the command list says and yes even the Wiki is mispelled. Sorry if that was nitpicky and off topic. 5HS loops and Voltec Dein in general are incredibly underused and really underrated. 5HS loops are there for the purpose of using less calories and meter building. If you ever found yourself in a position to punish in the corner but had 3-4 calories you would be passing up over 100 dmg because you chose to go into a simple punish of sweep or something. It also gives you the benefits of adding damage, conserving calories to use after Voltec, building meter to use Voltec and in general, AND racking up the hitstun to perfectly push yourself to a distance to throw Voltec Dein and get a good setup going. You are by no means giving up something more for something else less. Pretty sure every Sin player in this forum can agree that Sin's mixups are really poor. So what's the point of playing to his weakness and not augmenting it? You can keep the meter or RC into big damage but after that then what? Now you're left to pressure and that's it. Sin is not scary to block and no one that plays this game would ever say that they can't block Sin. Zephyrion already covered the various layers of 50/50s that you can do. With Voltec Dein you can do actual 50/50s that aren't easy to block that could lead into another guess and any hit will lead into really solid damage. Oh yeah you also gain a good amount of meter because you're not comboing off RC which puts you in Tension Gain decrease. You can use this meter to do whatever you wanted to do before or perhaps do another VD setup if you conserved enough calories before and get enough meter. It's pretty clear that if you were ever put into a situation that you had to do 5HS loops or had the chance to do a Voltec Dein setup, it's silly to not do them. Why handicap this character any further instead of pushing his limits with the tools given? Sin isn't a mixup character because he doesn't have any. But the reason for that is because it would be cheap if he did. Now if he could do a mixup that was actually ambiguous, layered, relatively safe, leads into his usual big damage or into pressure on blocking; why would you not do it? No one is saying that you should push Sin into becoming a mixup character by trying to force mixups out of nowhere. But it's pointless to not use a tool to circumvent his weakness of bad mixups. I can agree that there aren't a huge amount of times that the situation arises to use these options but they definitely happen more often than none (esp VD setups) and it's best to be prepared for optimal punishes/decisions.
  10. Definitely useful. There are two versions of the 5H loop. One that uses some calories and one that doesn't. You just need to be in the corner. Obviously the one that uses 5H > 623S does more damage. They're pretty flexible and you can end whenever. Calorie variant: https://www.youtube.com/watch?v=4LOq_8VLi7Y Non calorie variant (after he does the super): https://www.youtube.com/watch?v=yjzelqX_J6M
  11. The only thing that excites me about this patch is the ability for Sin players to play in arcades and get recorded. Really hoping the strong ones go to Mikado so we get good footage. Other than that I'm kinda eh until it reaches consoles.
  12. Eshi, I've found that doing 6H at the start of 5D leading into Beak Driver loops is the best way without having to practice the timing that much. Just wait for the opponent to visually start falling down and then do 6H > 236[H] x N. Does just about as much damage if not more than regular Beak Driver loops and it's hella easy. I recommend all Sin players to use this starter for BD loops. Only problem is it doesn't work on CH 5D which puts them much higher and they don't fall down. In that case go for the 5H > 6H follow up.
  13. Eshi, you should check out the vids of JT and Bleed. JT got 2 hours against Ogawa and 1.5 hrs against Woshige (since you're struggling-ish against Millia). I'm having the most trouble with I-no and now more recently Bedman.
  14. Well the thing is that the timing of the initial hit varies immensely less because of character hitboxes and fall speeds but the time of when you wait after the previous hit, they could be falling from a really high 214S or a low one, after a dust, after a throw RC, etc. That has less to do with muscle memory and more to do with eyeballing when they're about to reach the ground. There's a point where you want to release it and it'll work on most if not all. Of course you don't want to wait too long for big chars like Pot since he hits the ground faster of big hurtbox. I think it just takes a trained eye and experience for that part.
×
×
  • Create New...