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Everything posted by Villainous
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
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. -
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.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
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%. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
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? -
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.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
Soooooo.... anyone else feeling like we fleshed this character out already? lol -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
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. -
PS4 / PS3 version incompatibility online?
Villainous replied to Villainous's topic in Guilty Gear General
Yeah actually, is that the culprit? -
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?
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
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 -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
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 >_< -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
Yep. You can mixup with j.HS > land go low or j.HS into j.S after the last hit. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
IAD j.S j.K works the best for me. j.HS is his best air to ground but because of the hitstun the spacing is really finnicky to get a combo off of it. Generally you have to do j.S after j.H to make it safe otherwise you're get thrown when doing it from an air dash. IMO: j.P mashable air to air. Can be used with low to the ground IAD chains too. j.K better air to air in the corner, decent air to ground chain from j.S. Bad midscreen because of the knockback. j.S best overall jump in. Works decent as air to ground and air to air j.H mostly a mixup tool. Great air to ground but unsafe from most heights if not canceled into j.S or j214S. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
6H into 623S is very unreliable unless you're running at them since the momentum pushes the DP more so you get the crit. Also 6H does whiff on a few crouching characters so be mindful of who you shouldn't use it on. One gimmick you can do on those guys is chain into 6H whiff and then immediately throw them. Most think they're blocking it when it whiffs over their heads lol You can also do 6H YRC before it hits throw for more gimmicks. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
I thought you were talking about the Marvel player TooMuchDamage at first since his name is Eddie Mu IRL lol. I was like wtf I didn't know he played GG. Anyway how you liking Sin? I haven't played you since MB was the thing and you lived in NC. You just have to mash really fast during the hit stop of 236H. If you mash beforehand it counts as you charging the move and makes it not combo. If you're close and get the 2 hitter though you can start mashing during the first hit, makes it a bit easier. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
So if you REALLY need to eat, you can RC a beak driver and then eat. The RC extends the block stun so you have enough time to eat. Pretty useful for those "fuck can't get any breathing room" matches. If its a charged beak driver, it might even still be + on block after you eat lol Also YRC > eat at neutral can be ok for buying time if they're full screen away, still not 100% safe though, unlike the beak driver RC version. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
I mean what would be the correct application of command jumps outside of oki? If you do them on block pretty much anytime after a special, any competent player will anti air you for it, unless you jump install it or something and double jump to bait the anti air or back dash asap or something. Its a tool that looks good on paper but I dunno if it'll be useful for offensive purposes other than as a full screen jump or oki. Unrelated, but I found out you can do j.D j236236P and it'll combo. If they block you get more pressure and if they get hit you get a combo off it! Also works from further away than the normal follow up. -
So after a charged 236H wall splat you can do command jump j.K land 623S command jump j.K land 5H and start a 5H loop ender. Seems way more reliable than the other ways to go into 5H loop. Also there's a way to get the 5H loop started only using one special move: 2H 5H 6H jPS j6H j236H (1hit) j236236P (opponent should slowly bounce off the fireball on the way down) after last fireball hit air jKSK 5H IAD jKSK 5H eat (tested on Ky) Also after the fireball there's enough time to eat 3 times before they get up if you opt for that instead.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
Try to jumping 236H to hit him when he goes to toss his head. You'll either counter hit him or detonate the bag right on top of him usually. Either way its a win win. Counter hit combo is hard to confirm because of spacing affecting the timing but you can get damage off of it too. Also 236S seems to have upper body in the last half of the move so you can use it to go through Faust's 5S / 5K / etc. Biggest issue for me is stopping low j.2K from faust. Feels pretty hard to anti air for sin. And speaking of matchups, is it just me or is Ky kind of bad for Sin? I feel like he has just as good of pokes as you but they're faster, and all of his pressure is outside of your DP range so there's not an easy way to get him off of you once you're cornered. I find myself just blowing all my meter on dead angles to get breathing room. Also he can just 2H every time you command jump out of a special and there's nothing you can do about it other than parry. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
Found a double eat combo, sure there's plenty more like this: 2D 623S 214S 214K j6H 5S 5H 6H jc j.P jS j6H j236H (2hit) j236236P land 214S 214H 214H -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
Oh also not sure if this is known but after a counterhit 236K you can get 5S into whatever. Leads to a shitload of damage for free. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Villainous replied to Ventus Tatshima's topic in Sin Kiske
Got some more mixup stuff for you guys. After a 214K or an air dash you can do j214S right on top of their head and it'll stop your momentum a little, so depending on when you do it you can hit from the front or behind! There's a couple of ways to confirm. If j214S hits from the front, you can wait a sec to see and then j.236236P and get a combo that way. If you don't have meter you can just go into j236HS for the knockdown. If it hits from behind, you usually can just 5H into a combo, unless you're really high in the air or something. If you're unsure and you wanna make sure they die you can just hit confirm an RC and you have forever to do whatever you want, even a raw 214S if you want. Aditionally, the first hit for j.HS, the one that hits behind you, will always combo into j214S. If you do a 214K after a blocked move and then make sure to get the first hit of j.H crossup into j214S, it confirms easily into a combo! This opens up a lot for his offense and makes it so the spacing and timing isn't so strict to combo off cross up j.HS! And you can do this after any blocked special canceled into a jump special pretty much, so its pretty nasty. BUT WAIT, IT GOES DEEPER! If you air dash over them as low as possible, you can immediately hit the first hit of j.H after the air dash, and it will combo into j.214S, meaning you can get ridiculously fast crossups that lead to damage! And the cool thing is, although this doesn't work on crouchers, there's a frame on wakeup where the character is forced into their standing animation, meaning with the right timing you can even do this as an oki mixup! You can do j.D instead and stop in front of them to add a layer to the mixup if they can somehow block this. And lastly: If you do rising j.HS, it recovers fast enough to do another attack afterwards. The cool part is the backwards hitbox on j.H comes out pretty fast so you can do rising j.H (cross over) j.H (1hit) and get combos. Works off of 2H jump canceled on block. You can come down with a j.S or j.K as well if you don't cross up. AND THERE"S ANOTHER LAYER! If you're opponent wisens up to this and A: Tries to block the cross up or B: actually tries to anti air it, you can do j214S to hit from the front after rising j.H and it will also counter hit anti air attempts. Also its untechable on counterhit so you get whatever you want after that. Long story short from all this tech, j214S is pretty damn good. Oh and unrelated to this stuff but 236K has a very low profile or maybe even upper body. You can use it to go through fireballs (even Ky's charged stun edge) and it also beats higher up pokes like Faust 5S and such. Really useful for getting around zoning.