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Everything posted by Robawtninja
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
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.
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Damage nerfs were made to 2HS, 5HS, and 214S iirc. I think it's sorta noticeable but it's not really confirmed.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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 -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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 -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
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.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
^ This is a thing? -
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.
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Beak Driver loops work on everyone. Bigger chars are easier to do more Beak Drivers w/o microdashes. Timings are all the same.
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6 sounds about right. I would actually prefer to do either 4 and then 214K [6] followups or do 5 into Voltec Dein setup so that you're close enough.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
I've been incorporating them in my matches with increasing success. The problem is being in the corner and having the right starter or having the meter/calories available to go into them. There are a few ways to go into it but the absolute easiest way is off of corner Dust wall splat. You can go straight into charged Beak Driver but I actually suggest doing 6HS into charged Beak Driver. Wait for them to start falling before you do 6HS. If you're right in the corner though you're almost always guaranteed 3 BD's. Another great way is to RC after a charged BD after your typical 623S > 214S > 236[H] or the one after that etc. CH 6P > 214S > 236[H] is another good one. Microdash Beak Drivers are the end goal so that you can maximize as many as you can in one combo. What exactly are you (Nagorb) looking for in terms of learning this? It's actually self explanatory but would help if we knew what you wanted to get into detail of. If you wanted my opinion if you should learn it or not, I say definitely yes. It makes Sin extremely calorie efficient and maximize damage like none other. It literally makes his corner Dust combo (even RC corner grabs) go from his weakest combos to one of his strongest. It does a crap ton of damage for low calorie cost and sets up different Voltec Dein setups as well. -
Umm the positioning after 6H leaves plenty to follow up. Plus you're better off adding that in rather than having a lot of jump normals. You want as much H normals as early as you can in the combo for damage scaling purposes. It's combos 101.
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You should probably add a 6H after 5H and then go from there. Adds more damage.
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GunFrame - available for Android and iOS (Updated: 1/22)
Robawtninja replied to AnBi2199's topic in Guilty Gear General
Are you ever going to make an iOS version of this app? And if so, when?! :D- 90 replies
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
Sorry, I don't have enough matchup experience with Chipp, or at all, to even comment on this. I'd imagine it's a lot of spacing your normals for him to run into.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
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. -
Is the PS Plus color set only usable on PS4?
Robawtninja replied to balFrog's topic in Guilty Gear General
Question so after deadline, what happens to the PS plus colors? Gone forever? Really wanted to buy it w/o PS+.