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Villainous

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About Villainous

  • Birthday 02/12/1985

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    Raleigh NC
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    saint_villainous

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  1. So according to loke test changes, Sin can jump cancel 6P now and it floats higher I believe, judging from shoddy google translate. None of the other changes seemed to noteworthy from what I could tell, but that's a huge buff in itself.
  2. Just a few tips from what I saw, when you cancel to command jump, try to hold backwards on the stick if its out of blockstun and you know they like to anti air. You can steer it away from them and bait anti airs or air throw attempts, or backwards air dash and reset the situation. Also try to get out of the habit of using j.H for air to ground. I know its tempting because of the hitbox but most of the time you can't convert and you end up leaving yourself open afterwards. j.S is definitely the better option for most situations. Only exception is like... cross ups. Otherwise good stuff though. 5S is really all you need against Ky. Try to abuse it more and bully him into not pressing buttons so much, then you can work your other stuff like 6H. 6H is not so good at getting control of neutral since your hurtbox moves forward before the hitbox so you can end up just throwing yourself into pokes, but if you know they wanna respect the 5S, then you can start doing it to get in close stuff going.
  3. If you're having trouble mixing people up with lows on wakeup, just try to space yourself out more so you aren't in their grab range. Also its silly but you can do empty jump DP 236H to bait the throw mash as well, if you know for sure they wanna go for it. Its too bad he doesn't have any throw invincible normals but I think his oki isn't bad off of a 236H knockdown into command jump anyway. Just gotta practice the timings.
  4. So if you get their guard bar jacked enough to get 3x counter hits, off throw you can combo for free in the corner. Just do throw > 5P 5H 6H JC into IAD j.K loops. Definitely good to threaten with if your opponent is content to sit on down back forever against Sin. Also works off airthrow in the corner. You can do airthow > CH 236H into combos for like 60%.
  5. Yeah you pretty much just want to bully them into submission . If they don't respect frames and buttons you can just poke them to death into confirms. If they get too respectful you can jack their guard bar and go for a juicy combo off throw or j.H j.D mixups. Sin really isn't a mixup character for the most part. More of a neutral / pressure monster. Won a tournament with him this weekend, had the most trouble against May and just trying to pin down her ridiculously fast jump, but I'm thinking that's more matchup inexperience than it being hard for Sin. I do know his 6P is good to throw out against her since it beats dolphins and catches jump outs though. One thing that confused me was her jump being so fast she can actually upback out of j.H j.D before the j.D hits -_-. Anyone have any experience against her?
  6. Assuming you wanna go for the 2K otg after rekkas in the corner you can do S fireball YRC to catch them in the air and go for an air unblockable. Also I believe 2K into 236HS works to catch them in the air, not sure if mashing jP beats it or not but it does hit them in the air when they tech. I personally like 5K 2S a lot since 2S is +4 on block and low. You can do 5K 2S over and over for days, if you get pushed out you can just do a tiny dash before 5K and get right back in point blank. 5K is cancelable to dust and dust is safe on block so you actually have a semi valid mixup just off 5K. 5K 2S 2P 5K cS 5H rekkas works as well on hit. Regarding matchups, how do you guys handle zoners / people with big buttons? Ky, Axl, and to a lesser degree Faust all seem like pretty hard matchups to me. I just feel like I have to guess 236HS to get in against them most of the time. Oh also, if you RC something that leaves them airborne in the corner you can do 6[H] BT S 214S and then link a 2P or 5P afterwards into an air combo. Pretty nice off throw or a short combo into rekkas.
  7. Soooooo.... anyone else feeling like we fleshed this character out already? lol
  8. I don't really use his meter for anything other than defensive stuff like blowbacks and parry. Otherwise I just save it for beak driver > RC > eat most of the time since I feel like he needs that to get calories in matches where he fails to get an opening off of his first few specials. Plus Sin has a strong neutral so I feel like blowback just puts the match back to where you want it. Fireball super is good if you have a bunch of meter and the match is almost over, can be decent to catch people jumping IE you use it after they use all of their jump options and are forced to block it. Otherwise I don't really feel like he needs it. You can use it to convert air confirms into ground combos mid screen too, so that's a good option. RTL is ok for confirming off rising j.H or as an air to air when nothing else will combo. Aslo a combo ender but the damage is so minimal as an ender I don't think its worth it, especially considering you can't eat afterwards. Only use it if its going to kill IMO.
  9. Yeah 6P into cS is the problem, cS doesn't hit from a lot of ranges / heights. I guess we can assume 6P will USUALLY be a counterhit though and just go into 214S? Its also a tech trap if they tech out of normal hit 6P. Regarding Bedman falling out of Sin's special spam combo, a lot of characters do that. You can atleast go into 623S > 236H after a 236K on those characters to get a little extra damage. So like: 5S 236H 236K 623S 236H. Its a little less than his standard BNB but its still something. If you start with a 236K hit though, you either have to RC for damage or just take the knockdown / oki afterwards. Bedman in general has a weird / annoying hitbox though.
  10. Yeah actually, is that the culprit?
  11. So I've had this happen with 2 different people recently. People on PS4 are not showing up as online for me and if we create a lobby, sometimes it doesn't even show up. If we can get in a lobby together, one player is at 2 frames of lag and the other is at 12 frames of lag. It seems to default to 12 frames of lag for PS3 to PS4 connections for the PS3 user for some reason. Anyone else experienced this / have a solution?
  12. So what do you guys like using for anti air? He's got a few options but I can't decide which is best: 6P obviously is go to anti air but its hard to combo off of from every height / distance. 5H has a good hitbox for when they're above you but if it whiffs..... fuck. 2H has good active frames and hits at all the right angles but I feel like the hurtbox is bigger than the hitbox. CH j.S gives you a lot of untechable time for some reason 623S's hitbox is garbo, I don't trust it as an ait air lol
  13. I haven't fought a good Bedman yet but have you tried 236Hing his projectile? The pole nulifies projectiles when the particle effect is out. Just judging from his moveset he seems like he'd be easy to shut down if you rush him. Just don't give him room to breath. I wouldn't say 6H is a good confirm. Usually it won't get the crit from 623S unless you have some momentum or are right on top of them. It also doesn't have active frames till later in the move so it loses to people hitting buttons. I wouldn't use it outside of block strings personally.
  14. No you're literally canceling it, its a chain lol. You can cancel on any of the 3 hits too. You can 6P it, its got upper body invincibility. You can DP it as well but its a bit harder. Or you can practice blitz shielding it and never get hit by it again >_<
  15. Yep. You can mixup with j.HS > land go low or j.HS into j.S after the last hit.
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