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Everything posted by Dreiko
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Uhh, if you wanna pick through a stream of our local Socal weekly tourneys you can see me use Sin. I came second. Here: http://www.twitch.tv/sandiegofgc/b/606451327 (no sound, match @ 8:00) http://www.twitch.tv/sandiegofgc/b/606465278 (matches @15:30, 45:00, 51:00, 1:27:00-till the end of the stream)
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When the dein doesn't connect it has to do with proximity from the wall, you're likely a little too far away so start the combo a bit closer to the wall. Also it wouldn't work for the heavy chars like Bedman and Potemkin whom you can't do 214S>214k>j6H against.
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Yeah people just don't notice the chat box. If you give fair warning (or perhaps get on your headset and tell everyone you have to go) don't worry about disbanding.
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Oh, my bad! Thanks for the correction. Indeed there is.
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623S will clean hit when you hit them with the central part of the body of the attack. Execution refers to confirming it right and doing the prior parts of the combo in a way that will allow for the center of 623S to hit right.
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Ok so by the 214S mark of the combo in the first example you had done 106 damage and in the second 121. That's 214S clean hitting there, not 236[H]. If you hit them with the pole-part of 214S and not the super huge extended energy part it prorates better/does more damage so basically everything after 214S in that combo is scaled less in the second example.
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Rec: 11Kcal, 70~ tension, baiting a DP or something of equal value, near corner 6H>623S>214S>236[H]>214P>j6H>623S>214S>236[H]>236236P>DASH-236[H]>214K-6>jK>5H>RTL Result: http://i60.tinypic.com/ablc9l.jpg (this is without any risc bar at the start) Just something I came up with after being inspired to lab some more by the newest combo movie.
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Uhh, do you have a visual example of that? Are you sure it's just not your foe's r.i.s.c bar being high or something?
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New Sin combo movie: http://www.nicovideo.jp/watch/sm25219149 (there's a yt post of it too but they removed the song so I found the nico one, STRONGLY recommend watching this one since it has lots of work put into editing and sound matching the video) Check the combo thread. Off of 6P>fS you can really only 236H or rc into stuff. It's the main issue with 6P, when it antiairs from super afar you don't get much for it.
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Most of this stuff is just shorter/worse variants of stuff already in this topic or like, from challenge mode or something. Like for example, the stuff off of antiair 6P went into jump cancel from a cS when you can do 5H>6H after that cS and then jump and it all combos, it's free damage wasted basically. Also the final combo route there was all weird, after the 236[H] you wanna do 214K>j6h>cS>5H>6H>JS>J6H>J214S>J236H and then super/food. I believe all this stuff is in this thread and the combo thread already so check em out! :D
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214S isn't bad, it's just so unlikely you might as well list jD counterhit specific combos there. I mean, the combo route is still the same as it would have been if you confirmed any other hits and then went into 214S.
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You delay the jB as much as possible, then the jC should work without delay but you can delay it a bit too. Then after the second IAD you may have to delay j2C depending on who you're doing it to.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
Rising jD yrc and food>yrc>6P/5S are good ones. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
I find pole vault>air Dein>airdash is the best way to meaty after a combo since the downward-moving dein will not allow people to low profile it with grand viper moves and the like. Regarding meter management, if I'm winning it usually goes into rc or RTL combos off of weird hits, if it's evenish it usually goes to supplement my pressure through stuff>rc>eat on block to maintain momentum. I also will occasionally YRC eating to cause people who airdashed at me to get 6Pd. As for 6P countering, no, do NOT assume that it will counter. More than not (in like, 70% of cases) it does not counter. You wanna get used to simply visually judging the distance and confirming it based on that judgement. If it's too far for cS to come out, just do fS 236H or RC it. The only issue with 6P really is that vs some chars in some very rare and specific range, you'll get cS off of it but it will be too far to hit. I've had it happen but it's super rare so while it's not a big problem, it's something worth noting. -
Everyone can confirm everything into a combo so that's not really anything special. You outrange her on everything and 2S goes under her 5H so you wanna play the range game and keep her stubby normals out.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
Regarding Slayer, he lands too fast after 236K which causes 236H to not combo, you wanna do 236H first and then 236K vs him. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
623S and 6P are the antiairs with notable mention to 5P in some weird situation where 6P and 623S would both be too slow. jS is an air to air, not an antiair move, and as an air to air move jP is way better. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
For midscreen 6H starter you do this: 6H > 623S > 214S > 214P > J6H >623S>214S > 236[H] > 214P-6 > J6H > cS> 5H> 6H > 236H >FOOD/RTL (does like 307 damage on sol with super, 280something with food ender) -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
Yeah you get fewer normals before the charged 236H in your combo so it does more damage. 2H is still great and easier to hitconfirm but in some ranges 623S may not clean hit while off of raw 6H it always does. 236H is not safe close range but in that range you wanna just 236K anyways since it's faster and a low and it can't be low profiled by grand viper like moves. In max range you may get a sneaky food against an unsuspecting foe (which you can yrc in case they do act up) but most of the time you do not wanna end strings in 236H. The only crouchers 6H whiffs are May Faust and Millia I believe. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
236K and 6H are +, the rest of the stuff vary from safe to punishable. Dust is notably safe, too. You can do interesting frame traps with any of his specials though, food allowing, and you can always end everything in 236K to be + and keep going, which makes his pressure very strong. You're right in that Sin basically uses as much food as possible per confirm and then eats up right away. Each eating action brings him to the default 10000 value he starts the round with no matter how much he had before eating so no point in conserving calories as far as combos go. Just don't over-exert yourself and enter starving state. You can always just rc a special, sweep someone and eat though, even if you had no calories when you did the special. Starving state behaves like prolonged recovery, basically, you can even PRC it. The thing with food going beyond the standard fullness level that is beneficial is in the case of meter usage for small, long range combos where you can only confirm into one or two moves or in situations where you're simply pressuring your foe. You get to do more of both if you have more food basically (since something such as a max range 236H, is unsafe to eat after, for example). As for damage, he does so much of it that the base food value is more than enough. Still though, if your foe is just full screen and is LETTING you eat, no reason to not eat first and then go in. To get 623S to clean hit without RCing your most reliable way is a 3K>6H confirm vs crouching foes/on counter or heavy punishes with 6H. Blitz shield punishes or baited DPs/bursts are death vs Sin since he gets raw 6H starter on those. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
jH cancels into jD which you can use to set up fuzzy mixups. jD>j214S is a great confirm too. Safe on block too. As for falling bed, you can backdash it and poke him with 236H. It's the most reliable way of low-risk punish beyond trying to poke him out of the sky. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
There are none. Your best bet is meaty 623S or a well-spaced 3K which is disjointed enough to make people think they can grab you when they in fact can't. Just beware, 3K isn't actually throw invuln, it's just disjointed. if you go too in or are fighting someone with abnormally large throw range you will get grabbed. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
Yes of course you will. Only when you knock someone down or RC will you not get punished for eating. 2S still reaches after 236K. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
Anything into 236K or ending in 6H (so something like 2K>5K>3K>6H) is safe. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Dreiko replied to Ventus Tatshima's topic in Sin Kiske
No you're not supposed to do the command jumps in blockstrings, indeed. They're good for combos midscreen (off of j214S clean hit), for oki and for covering distance, that's about it. Just end stuff in 236K which is + on block and go from there. No need to go into the jumps. (and yeah I mentioned you could do supers off of jD a few posts up :P)