edollarports
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So I just have to microdash after 214A in the corner to deathball those chars? That's a headache. I'll try out the f.6C 5D 2B6D stuff again later today, that timing is wonky. I don't delay the 5B, right? When do I input the 6D, immediately after I hit 2B?
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Was it only Tao and Plat? I thought it'd be more, thank god. Is there a list of char specific stuff in basic routes, like which chars need dashing 5C 2C, and where? fl.6B > 2C is still eluding me. Do I have to hit them lower with fl.6B or something to get it consistently? Also, yeah, 5C 2C after fl.6B makes the deathball drop sometimes.
- 99 replies
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[XRD] Sin Kiske Video/Match-up analysis thread
edollarports replied to Zephyrion22's topic in Sin Kiske
1. hold secret garden unless you can like backdash a bad setup midscreen (if they can secret garden you legit midscreen, the setup is probably not bad either lol) 2. There's more detailed stuff in the MU thread. Sin handles I-no pretty well in neutral. -
Ok, but the most important question: how the fuck do i hit someone with 5D? jkjk I think the leap timing is a big deal though. being able to leap instead of run up helps the timing tremendously.
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It's the wallsplat unblockable. There's 0f throw invul during wallstick recovery, so you can meaty throw, and if they jump, fireball will hit them, etc. I believe DP will beat you (backdash probably eats fireball), and they can throw you out of it if they win the subframe throw war.
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Edit: My b, I thought you were actually overtaking the fireball, ignore me
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
edollarports replied to Ventus Tatshima's topic in Sin Kiske
I don't think you can cure dustlupus, but besides that, I think the board is just dandy. It's nice as is. -
j.B
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hahaha embrace the risk
- 3 replies
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- Persona 4: Arena
- Yukiko
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Nitroplus Blasterz: Heroines Infinite Duel
edollarports replied to ivanchu77's topic in Misc Fighter Central
BLASTem -
Ground bridal unless they nerfed it (I don't think they nerfed the eframes, just the pushback) is + at spaced ranges. Don't fuck with it.
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I mean, if he doesn't want to get better, that's his problem. What's really irrational would be forcing the situation. Why would you worry too much about someone who's obviously a beginner saying random shit
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1. Anything Valk does BUT 2. the only viable argument you need is 'git gud' 3. i t ' s c a l l e d p e o p l e a r e b a d Like imagine if someone actually said something as stupid as 'you literally base your whole strat off having better buttons' What kind of loser would say that right hahaha lmao
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Ok so your last point, on shotgun stance: As I've said in every post before this, shotgun stance is probably her single goofiest tool and is full of bullshit. Everything else, from the top: Any range normals getting beat: Improve your footsies. Any whiffed normal even at full screen being their turn: Improve your footsies. In other news, even Millia cannot confirm a turn off fullscreen whiff without reasonable commitment. Hitbox: SHe's a light-class char. Most stuff should work just fine though. Neutral: I don't know about having to be more aggressive than usual, but you should be actively exercising your range over her and not letting her set up, for sure. All chars can stop sin advance, but elphelt, besides having above average buttons doesn't have anything too crazy. Winning trades: I don't know what you're trading with where she's winning cleanly. If you trade point blank, you're in neutral in point blank, and as stated, her buttons are better up close, so take some caution. Lag: Lag is shit, fuck netplay anyways So honestly, I think this is less of a matchup problem. This matchup is a fairly vanilla Sin matchup. You have superior range and power, and you use it to bully Elphelt and kill her before she can lock you down in the corner and rip your soul in half
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You can go with the flow, but you have to remember that on offense, you usually set the flow, and sinking into a comfortable pace will make it easier for your opponent unless you show you're actively considering your options.
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To be fair, max range driver CH is finicky on El because 1. if she's holding a grenade, it saves her 2. At a lot of distances the jump followup is finicky as fuck I'd like to add that El actually has more health than you do, but shadow is right about her defense is only meh. Her backdash is goofy as fuck but whatever Also, to add: Vs shotgun stance -Don't worry TOO much if you get hit no char in this game can fucking handle shotgun stance. Try to avoid the situation.
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They're...options. Slayer is always the one pressed to make something happen in neutral in this MU, and Slayer's usual mindset of 'I just have to hit them, I'm Slayer' isn't as valid because Sin happens to hit just as fucking hard. That being said, if you wanted to call out a driver, jumping it and whiff punishing it is a solid option. Same with dealing with overhead on the ground, although this in my experience is rarer as Sin won't hit that button except to shut down or call out movement. You can indeed get above Sin, but Sin's antiairs are pretty good so expect a scramble if Sin is grounded.
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Are you talking about the regular Venom KD ball setups? Those beat Sin DP free, just proceed as normal. Other than that, I'm not too familiar with Venom's ballsets, so idk
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'see me in bb' 'but we're alread-' *unplug his pad* Bam
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Just...hit her. Her normals are good, learn to block shotgun stance, and... hit her.
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J u s t d o i t Don't do too much wacky shit? Be aware of all your options? Remember you're dealing with a human being? idk stuff
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c.S aircombo is the route to go if you're starving, although I would probably eat if it weren't going to (near)kill. Otherwise, I think the hot midscreen route atm is throw RC 214K6 DP. Almost always gets corner, big damage, etc etc etc.
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There's no way to hit Faust/May/Leo with falling j.S iirc. It's pretty much a lost case. Even if it can be done in arcane situations, I don't think it's feasible to go for. Faust gets hit by the corner crossup j.H tho :3c I'm not sure what RTL does against higher guts...? I mean, hellfire, sure, but past that, most routes I tested work about the same at low life. IK routes in the corner, on the other hand, give you a LOT of reach to finish off an opponent in round 2 for 50 meter. Very good to know if your opponent has no burst.
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Eshi: I didn't test damage, but off j.H in the corner. falling j.S j.K works on everyone besides Faust/May/Leo, and I think it's probably a better route. props to CH j.H > j.214S though. I've never seen that one.
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I'm running a Kickstarter, and looking for input
edollarports replied to ThaddeusScherzo's topic in Beginner Mode
And he leaves with 'please remove my account' This was actually amazing.