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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
I haven't used it since it doesn't actually lead into anything right now except for j.KSK loops. I figured it'd be a nice tool to have for punishing tighter moves since 2K starts up in 7 frames as opposed to 11 for 2H. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
Real talk though have you actually been able to recreate the RTL glitch more than once? I sat in training room for 30 mins and couldn't get it to work even once! Also 2K > 2H > 5H > 6H xx 623S is gonna be so real on the punishes. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
Most have jc 6P from what I've seen. Elk Hunt might not be +3 since they increased the active frames by 1. The increased hitbox/hurtbox on Elk Hunt seems like a nerf to me. He may no longer be able to low profile things which could be a slight problem. The increased active frames/hitbox might be able to make it anti-air from distances better? Not sure. Higher float on slide means more consistent combos of 236K > 236H x2 on the heavy characters which is good and also easier confirms off of CH slide. Biggest buff is definitely the Hawk Baker. Sin has big damage but not all the time. This means he has more opportunities to go for big damage anywhere anytime. Looks good but I think as far as matchups go, this doesn't seem to change much. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Robawtninja replied to Chumaralupa's topic in West Coast
I'm not an Elphelt expert but these setups look preeeety practical. And I'll be there Will. https://www.youtube.com/watch?v=Fdf3VWT3RIg -
As Dreiko said, you have to be super close. To answer your question, for this particular starter, yes you can time it so they crumple to the ground but you only get one extra charged Beak Driver. Don't forget that particular series uses up 7 Calories from Elk Hunt to the charged Beak Driver. So you will want to keep in mind of any other special moves you've done before or any extra you want to do.
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You are correct. That's the gist of it. The rest is self explanatory and just practicing the timing and eyeing the height of them falling. The practical starters are corner dust and corner grab RC straight into dash charged Beak Driver. When charging Beak Driver you want to time it the moment he fully extends his hand out, that's when it's fully charged. And when he hits them you don't have to wait for the full recovery animation, you can skip it by doing another one. And then you keep going until you get pushed out. The amount that you can do varies on the characters and if you can do micro-dashes in btw some charged Beak Drivers (which is really hard btw). For example chars like Pot and Bedman is easier to get 4-5, chars like Milia are smaller so you'll hit 3-4. Been practicing Beak Drivers for a while and I rarely get to do it in match lol. But it's still useful to learn since it hurts so much and it's super Calorie efficient. Plus it's sick!
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Don't forget that they both have a secondary trait that helps augment their strengths as a character: Coins and Calories. One can be refilled and one can't but the more that you have the better!
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Wow I've been trying to figure out how to deal with this and could never find it. Thanks for the tip. Upon testing, there is indeed timing to it. You have to be nearing your apex as super activates. Alittle early or late and you will get hit because of it's massive hitbox. Jumping forward in the corner works as well. An alternative is if you jump forward midscreen as she does super you can do air j.214S and combo after it still.
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Well baiting is one thing but what do you do after? Elk Hunt? There is a fair amount of active frames and she recovers fairly fast.
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I imagine that you have been playing against Mynus for a pretty long time so you have much to say about I-No as a matchup. I think the problem I'm running into is that I keep standing at Chemical Love range and not having the meter to approach with Elk Hunt YRC. I found out that Beak Driver is a really good contender when standing far away. It's also possible to charge up a Driver to completely nullify a Note that is released from far away (and you might be able to cancel it into eat/hop? Maybe not). Apparently Chemical Love has 8 frames of recovery on landing so it's possible to Elk Hunt YRC 2K for the punish. There's still a lot I don't understand about the matchup and I have a tough time just reacting to her dashing at me because it's so fast. I feel like I have to press something preemptive but then I get scared that they might just Chemical Love which happens to me a lot. What are you thoughts on the overall matchup A3?
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BLEED and JT.
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Well your question sorta answers itself. If it crosses up then you have to block the other way. Nothing weird about it. Unless you mean when RTL crosses through the opponent after they block it. Which in that case will depend if the opponent is still stuck in blockstun since you can't get crossed up if you're already in blockstun. Because of the blockstun of the super and the small window of dashing again it usually won't cross opponent up right after they block it. So I would say it doesn't matter but it's not fast or anything so it's fairly easy to react and switch directions on blocking.
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One of the harder matchups I've ever played against as Sin. She prefers to stand at max Chemical Love distance and poke with it which is one of the biggest challenges for Sin to get around. He can Elk Hunt (236K) under but she recovers faster than Sin and punishes him. Every Chemical Love leads to knockdown high/low/grab. Because of the nature of Sin's DP and how I-no approaches you, it can lead him really open if you miss it. And her ground super actually leaves her positive and pushes you away from her. Some of the tools that Sin has is to anti-air prematurely as she comes in: 5A and 6A or a really early 214S. You really have to commit to doing DP or else her pressure/mixups are really going to overwhelm you. The pace of the match has to be you standing in her face. If you give her space then it goes down hill. This character is definitely trouble against Sin.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
Well if you're talking about true 50/50s then Voltec Dein setups are really the only ones besides Bull Bash RC IAD overhead/dash low. And the oki setup I mentioned are good enough to be considered 50/50. The delay airdash is not only designed for feinting lows but also for those who grab when you land for the low. They cover a good amount of options and leave you advantageous. Sure they aren't ambiguous or extremely fast or anything but it's still forcing the opponent to react/guess to the mixup. Actually if you get CH throw in the corner you can go straight into 623S > 214S > etc. Does a ton of damage and would probably be the go to combo for CH throws if you have the calories for it. If not then go into IAD j.K loops. You can even land a 5S after the throw too. I've only tested it on Faust and Millia though but seems like it should work on everyone else. -
Yeah that conversion was actually really amazing. I've never thought about it and great presence of mind to go straight to eating. It's hard to say since they played FT2's as opposed to long sets that JT played against the others. JT got downloaded in the long sets after awhile.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
He does have 50/50s and they're just the universal oki jump ins. On wake up, jump in and either fall with j.S or land with 2K or delay air dash j.S > j.K. Better than a 50/50 technically. -
I'd actually have to say that JT's Sin is a bit more solid than BLEED. BLEED is really good at AA and counter poking though, his conversions aren't quite down on point yet. JT seems to have better matchup knowledge as well. These are basically duplicate videos but I feel that Jourdal is missing quite a bit of footage from BLEED's stream. I'm gonna post Goldenrody's vids since there's over 3 hrs worth. Part 1: https://www.youtube.com/watch?v=YaovMLD0vR8 Part 2: https://www.youtube.com/watch?v=ZdumeocCwzY Part 3: https://www.youtube.com/watch?v=EvEXNCHS7sI
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
End most pressure in 236K since it's +2 and leaves you close. Mixup the string ender with 214 P/K after you condition them with 236K. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
Most definitely not. Although his game plan and approach is pretty linear, there is much to be explored for his specials and setups. Combo routes are different based on how much calories you have. Optimization of corner combos such as Beak Driver loops (which is what I'm working on right now). Specific matchups have to be studied as well. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Robawtninja replied to Ventus Tatshima's topic in Sin Kiske
This theory is pretty good and makes sense. However on testing, his calorie gauge and specials doesn't quite work like that. If you YRC a special (e.g. 236HS or 236K) before it's active frames then it won't cost any calories. So by testing 236K (1k Cal) canceled to 236HS YRC (0k Cal). If you release the special then it costs 2k Calories. This leads me to believe that the "extra" 1k Calorie doesn't act independently from the specials as a "cancel". Otherwise the above combo would've costed 2k Calories on YRC in the middle and 3k Calories for two specials on completion. I think the specials act on levels or tiers. After the first level or initial special, all specials (minus the stabby) will cost 2k calories. That's just how I feel about it. Knowing how the calories work to the T will let us have better decision making when using specials on pressure/neutral and doing different combo routes. -
I'm actually very surprised that this "glitch" hasn't been recorded or even elaborated on by now. Usually anything cheap or ridiculous would be recorded asap.
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A follow up of JT vs. Woshige. JT played Koichi Elphelt for a bit as well. https://www.youtube.com/watch?v=wV8PTQEYBf4
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I dunno about waves but I recommend watching Brandino who's been posting vids in the Sin thread. He's very consistent and understands him and his matchups pretty well. He has the most Sin videos probably compared to everyone else. There's a video of Ogawa Zato vs. JT Sin. I recommend watching that since it's almost 2 hrs worth of Sin vs. the best Zato. Honorable mentions to Kazunoko and Zidane who played them for a bit.
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Cool does this work on all characters? I was trying it out on Elphelt last night and couldn't get the Voltec Dein super to connect.
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How are you connecting 623S after 214P raw? Is there like a j.6HS in there?