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edollarports

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Everything posted by edollarports

  1. j,H forces stand, yeah. That's also one of the things that makes jumping in with it and getting a normal consistently hard.
  2. Yes. On most chars, super meaty 2D 2P link is possible.
  3. It's ok, faust gets hit by corner crossup j.214S kappa
  4. Rising j.H midscreen is kind of finicky. In the corner, the overhead itself works on everyone except Faust. You may not combo off of j.H RC on: May, Faust, Leo, and maybe some others, but I haven't tested and they seemed to be the main culprits. For everyone else, falling j.S 214S or j.S j.K is stable. On certain characters, depending on whether or not the j.H or j.S counterhit (??? hitstop being wonky), you can j.S j.6H for a really good confirm. That being said, the sasashima sin could be doing something else entirely because I haven't taken the time to watch the vids yet.
  5. Why not just support everyone's favorite cut of steak on patreon give Ky fake stun edge Edit: I just saw the actual kickstarter page. I am ded
  6. Esh is right. This match is very vanilla for the most part- treat Venom like EX Ramlethal for the most part. In order of decreasing difficulty: Defense: If you get knocked down by Venom this is a shitfest, and you have to block the high/low or disrespect. Backdash loses to him reacting to the situation, DP loses to just about everything. Blitz works if you can recognize that he'll be close enough, although he can bait this and get another setup. BRO is pretty much a free MYTURNAGAIN from wherever and is very difficult to direspect. Push him out with FD (he's prone to whiff sweep especially), and you can jump S(?) carcass. QV is minus, DHM is unsafe. You can RTL raw angels and scoop poorly spaced ones. Neutral: Venom can do all sorts of cute shit and his zoning is very strong but he's really not able to confirm unless you walk into some hard shit or he blows meter. Be aware that his pokes are at the very least as good as yours, in various ways. That being said, Venom cannot cover every option Sin has at once, and Sin's damage output allows him to threaten 2HKOs while Venom gets stray ball hits for his trouble. For example, if you vault/beak driver a poorly placed stinger/carcass, he is eating 200 minimum, while you literally risked eating a ball for ~50 damage and no knockdown. That sort of stuff makes it so that while Venom can win exchanges, he's forced to play more safely around Sin invading his space and also is pressed to find a knockdown so he can setplay Sin and end the round. Offense: lol
  7. After bursting when low on food: You can eat there, or you can...not eat there. It's the same as eating in any other situation. Why are you scared to 6P his j.S? The game is about taking their health bar to zero, not avoiding random hits like ASE that won't even lead to anything without some EMP confirm or the other. Don't weight the reward of an AA 6P on an equal scale with 'eating an ASE'. Enders: If you're going to eat, obviously end with a knockdown. If you're not worried about a burst, blow all your food before you eat. If you do a slide stab ender, you'll usually have 5-7k to work with and a (totally not) safe jump to mix him up off of. Honestly nothing here is really Ky specific. You either 1. knock him down and eat 2. Knock him down and mixup 3. Knock him down and eat, YRC in (this won't work off midscreen stab enders) 4. Do an RTL ender 5. Do a voltec setup Obviously the lower the food you have the more likely eating is probably a good idea nad the lower reward you'll get if you land a hit, but the decision to press on or not is your call.
  8. At a lower level, it's harder to manage, because Ky does not have to worry about as much unless you make him. The matchup value is decided with damage, in neutral I believe Ky has a slight edge and he will win more exchanges, probably 55%-70% of exchanges in any given match. It's important to keep your cool and always remember that it's just your call vs theirs. If the Ky possesses a better neutral game, it will feel oppressive, but it can only get better if you evaluate your decisions and don't do some jank shit like airdash into 6P 3 times in a row or some other autopilot.
  9. I feel like 6H whiffs at most reasonable stun dipper spacings. If you block it point blank because he did the first hit too close and it drops, then...yeah, kill him. I've played a lot of this so I'll break down your post. tl;dr if you don't want to read: This match is decided in neutral. Ky has an incredible arsenal of neutral tools that can challenge yours, and you need to play around them. This is true for virtually every Ky matchup. Sin actually handles it better than a lot of the cast. (lol May) If Ky presents an antiair, your jump-in will lose unless you Dein him. In a similar vein, Ky may not jump in on Sin's AAs unless he presents ASE, which you can slide YRC/run under/6P under at bad spacings and hit him for. He is essentially forced to YRC this if you show that you will go around it, because it's a 2H starter otherwise. Dealing with Stun Dipper: Ky can just stun dipper where the fuck he wants and it's up to you to have a response. Outpoking it is honestly very difficult outside of YOMIGODLEVELSIRLOIN 3K, so I would just...get out of the way, or block it. On block, you can 2S 236H and go from there. if you IB the second hit close, you can 6H, if you IB it far, 2S 236H RC 6H will always work. Don't try to challenge it head on. 2S 236H is basic damage, and any damage you can tack on as Sin is one step closer to the random kill. On Bull Bash: Every character can disrespect bull bash on reaction or via something like what you mentioned. That's not reason to stop using it if you believe it won't get hit. Sin, like Ky, presents a wide variety of options, and worrying about stuff like 'BUT X COULD BEAT Y' is going up the creek without a paddle vs Ky-- this char has a hard answer to everything if he tries hard enough. Bull bash, primarily, should be used to swat people out of the air. Airthrowing Ky: git gud, scoops better. Honestly seems pretty normal, Ky will scoop more because his movement/situations allow for it better. SE YRC: Every character in the game holds SE YRC. Accept your fate and if you think it's coming, don't challenge. Just block or get out of the way. Eating fullscreen: This is untrue. Eat YRC can not be reaction SE'd fullscreen without a YRC, and even then it's iffy. I wouldn't eat fullscreen unless Ky's the one backing off anyways. Just make him block something and eat when he's not ready. If he's doing it fast enough he's probably SEing in reaction to you twitching. In this case, just 214K6 at him. If he commits to the SE and doesn't YRC you're landing a j.6H starter for 250 minimum. If he YRCs, you robbed him of 25 meter. Also, this applies to all SE really. Blocking Ky: He's very plus, very susceptible to FD, and relies on tricky conditioning to hit you with stuff. It's very basic GG defense, really. Push him out, jump out, whiff punish, block something minus and mash, DP, blitz, backdash, etc etc . Lots of tools to work with here and his damage really isn't there to make it scary. Meanwhile you land like whiff punish 2D 236K 236H and a mixup and you could win or something. Neutral vs Ky: Ky's a passive character who can't commit actively too hard without leaving himself open-- if he does, just slug it out, your damage comes up on top. You shouldn't block too many j.Ses, just AA him with 6P or something. Blitz is good too. Basically you're just going to play footsies with him until one character gets hit. 6P, f.S, and 2S are big normals in this matchup, but the usual stuff- drivers, vaults, slide(YRC), and bash all come into play. On Ky's side his options are either not excessively strong/have limitations (f.S/6P) or require commitment/meter (A)SE, greed sever, stun dipper. Ky 6P is a bitch on the ground or air though seriously fuck that move Punishing RTL and greed: RTL punishes can be optimal or you can be lazy like me and just super them back or something. It's -22, I'm sure you can work something out (dash 6H is usually the best bet, do it earlier than you'd think). Greed Sever is a bitch to punish if you don't IB it and you're not doing to convert knockdown without meter, but damage is damage and you can spare 1 food stock for it Stun Dipper vs split ciel: That's the hard call. You can YRC if he doesn't have the fireball out to whiff punish the split and get your game going. If he SE YRCs I wouldn't suggest sliding to begin with, but I think 25 meter for 25 meter when he was about to stuff you is a fair exchange. If the Ky gets split ciel happy, just YRC slide or do something else for a change. I guarantee you that if you overwhelm him with everything Sin can do, things like splitting slide/punishing far eats cannot be consistently performed on reaction. If it's frustrating that you can't just slide in when you feel like it, then...idk, RIP. But that shouldn't be the case. Ky's 5f normals are actually stuffed by Sin 5K from most spacings. I wouldn't go in unless you've amassed a lot of respect but it's not terribly hard to do as Sin. No one wants to get hit so they all get antsy as hell, which lets you make moves that wouldn't seem that great normally. In conclusion, I think this matchup is generally a test of the Sin/Ky player's level of comfort with their own characters' gameplans. Sin wants to use his mobility/various larger and safer (but slightly inferior all-around) options to overwhelm Ky and force him to crumple in 2-3 combos, and Ky needs to stand his ground and not let Sin's nonsense get to him, which is basic Ky gameplan, but harder than usual due to Sin's reasonable arsenal. It's similar to the Slayer matchup in this regard for Ky, but Sin's neutral is far more difficult for Ky to handle. Most JP/US players I've seen comment on this MU rate it at ~5.5/4.5 in Sin's favor.
  10. Random opponents will lose out in a straight damage war :x There is no right time to do anything when your guard bar is cranked 30+% and sin is staring at you, food or no. Nobody sits still during that.
  11. For the first part: It happens. Just roll with it. Being able to manage with low food is part of food management. For the second part, Sin is weaker without food but he's not garbage. Sin's normals are all right and anything into a knockdown will bring you back. As far as meterless eating? Just eat whenever you feel like it, at any food level. Don't let your opponent catch on is all. Your opponent has too many options to consider to always be ready to snipe you when you're having a snack.
  12. Antiairing with Sin DP is a hell of a call, and Sin DP loses on all counts if you throw meter into the mix, be it damage/knockdown or otherwise. Sin DP window to punish is enough for a decent player to punish it on uncancelled block/whiff. Safe on block's only relevant under 50 meter, as well. Above that, it becomes 'everyone else's worked and mine left me sitting here to die'. Offhand, I would take every DP except Axl's and Ky's over Hawk Baker- Axl DP is just meh, and Ky's is too except as an antiair to offset the 234923 options Ky has otherwise. It's not that hard to create a situation to beat Sin DP. Most of the cast members can easily play around it and maintain an advantage.
  13. No, they added an active frame. Edit: If I'm gonna rank meterless reversals in this game, Sin's definitely *would* be one of the weaker ones. Pros: Beats some conventional safejumps Safe on block Cons: Just about everything else The thing just doesn't perform.
  14. Yeah, you have a significant portion after the move connects where you may cancel the move. In 1.0, 2S was the only move that noticeably possessed this property. For 2H/6H you can't delay cancel into normals/specials, but you may delay the jump cancel, so if you want, you can 2H delay 2369K to stagger slide off of 2H or such. This character's cancel routes are so fucking goofy I don't remember CH j.D wall sticking, but maybe I was too low/far from the corner.
  15. 2D now has a delay cancel window, as does the second hit of 5H. 6P, technically, can also be delay canceled into specials now, because of the jump cancel.
  16. What do you think the optimal route is for extending off of j.D in a slightly-moderately prorated combo? The example I'm talking about is CH 4D 214A 5B 5C sj. j.C j.D~ starter. Would there be enough proration to do 6C 2D 6B 5C 22B?
  17. Yeah I remember practicing on the more conventional chars, the delay for j.KSK changes randomly. Also on some chars I had better mileage with j.K double jump j.SK, it was weird
  18. Oh, right, I forgot about KSK loops. So much char specific stuff. Off a j.H VD starter, is the route still 2H(3) 5H 6H j.KSK?
  19. I couldn't figure out the best thread for this, but since no one's posted a comprehensive thing and I don't feel like scouring hours of footage/23904823904 posts, what are the specifics for VD oki? I know I've seen RTL corner carry 2P 5S 5H 236H VD and that seems about the right distance, are there any other common strings that have the right spacing? Also, what are the common followups? I see j.H (VD hitting) land 2S a lot, as well as 2D 236[H]. Sometimes I see a jump. Anyone want to help me with the specifics/stuff Also I just suck at dashing as soon as VD recovers i swear that's the hardest part of this damn thing
  20. yo if TK beak driver actually hit crouchers high juss saiyan
  21. You can also FD brake to bait HCL or whiff 2P or something. Both are fairly risk-free.
  22. It's fairly finicky and pretty tiring to do honestly
  23. Not really. Lots to be optimized. No one really knows what's really good to go for half the time on offense either.
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