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Zephyrion22

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Everything posted by Zephyrion22

  1. Sin's usual video batch, I surely forgot some but this should keep you busy already GGXrd R Mikado/Freeplay tournament 15/11/10 Kotake(Sin) vs Orca(May) Kotake(Sin) vs Kakishi(Jack-O) GGXrd R Mikado Freeplay/Tournament 15/11/16 Moga(Slayer) vs Suke(Sin)(one of Suke's subs) Yosuke(Axl) vs Etarou(Sin) GGxrd R Mikado Freeplay/Tournament 15/11/17 Mike(Jack-O)vs Hiroki(Sin) TORI(Jack-O) vs Hiroki(Sin) Gaku(Sin) vs Rozari(Jam) REID (Elphelt) vs Hiroki(Sin) Gaku(Sin) vs Nage(Faust) APM Club Sega D-1 tournament Sin vs Ogawa(Zato) Tenmusu(Ky)vs Shirou(Sin) Sin vs Zato Shirou(Sin) vs Dora(probably him)(Chipp) J.T(Sin) vs Fumo(Elphelt) 2rio(I-no) vs Sin Shirou(Sin) vs Fumo(Elphelt) Sin vs Fumo(Elphelt) Sega Nakajima D-1 tournament G(Potemkin) vs Kabegiwa no DC(Sin)
  2. Etarou time ! GGXrd R Mikado Freeplay 15/11/02 Nakayama(Johnny) vs Etarou(Sin)(1) (2) (3) (4) (5) Maruhan(Sol) vs Etarou(Sin) Etarou(Sin) vs Karinchu(Johnny)(1) (2) GGXrd R Mikado Freeplay 15/11/03 Etarou(Sin) vs Roi(Sol)(1) (2) Etarou(Sin) vs Hase (Slayer)
  3. server-based apps offer more options, and yeah invites are ony valid for 24H but it's still better than Skype where you have to manually invite everybody : following a link is that much easier. I don't mind skype or other apps but I thought it would be better to get everybody on the same one. This is still work in progress and things might change over time but that's what I chose to do for the time being
  4. Reposting a contribution from Sin's general thread
  5. To answer your question, new MU threads are centralized on the main page, under Xrd Section, you have a Matchup directory and several threads with MUs, you should find the threads there I'll transfer your post in its rightful place, thanks again or the contribution !
  6. Well, Here it is ! https://discord.gg/0ZcD43zJDeZVN8fN Everybody who wants in just has to click the link, provided they installed Discord on their computer. Links are valid during 24H, I'll refresh them during 1st week or so, and then people who want to join will need to post here so that I can add them ! If you encounter any issue about joining it, please post here too !T EDIT : Now invite has been set to never expire, so you guys can join whenev
  7. It's basically just a chat in which we gather all the people that play/are interested in Sin for discussion, chilling out, matchmaking and so on. You can also do voice discussions, but it's a bit bothersome in Skype since it'shard to separate those who want to chat from those who want to speak to each other. Discord is a server-based app with chat rooms and voice rooms, so it's actually more practical, even though, it's not as popular as Skype !
  8. Just asking this quickly : - is there a Skype group for Sin peeps ? If yes I'd like to pin this in a separate threadso that people can access it easily If there isn't : Who would be interested in a Discord server/Skype group (according to preferences) ? -
  9. Yeah, unlike Ramlethal, his unblockable is a situational thing out of a situational oki, you can set it like one match out of ten, but it exists and if you find yourself in the very rare situation it's actually worth it (against a char that can't escape it + 100 tension to confirm the throw as you said), well you can just go for it. Definitely not essential, it's more like a bonus or something Also yeah, it's just about having the right spacing but said spacing is incredibly tight since the Voltic must hit within their jump startup frames (3f for a majority of the cast) while having at least one frame of leniency to let you throw in time. Most of the time the setups looks right when you record it but once being put to the test, the spacing is a lot more finnicky than it looks Also the big issue with Leap is that it kinda gives away the fact you're going for the UB throw which kinda defeats its purpose unless the opponent doesn't have a solution to counter it, just running makes it harder to time, but at least, the opponent won't know if you're going for the mixup or not !
  10. Just to add my two cents on this Phonon assault j.A, even if it requires CS to confirm, is stll a perfectly valid mixup tool. Also we could say that Phonon's strengths almost completely negates her lack of mixups : her pressure options are just plentiful, and she can heavily punish any attempt to get out of it. Since you can't just stay here and eat the pressure for 90 seconds you have to do SOMETHING which more often than not ends up with you getting opened : the ways may be different but you get the same result !
  11. You can do the setup for any corner combo, as long as you hit the Beak Driver low enough to get the loop. There is still the issue of the number of reps you can do and whether or not to delay the Voltic to hit on the right frames, but if you practice enough, it's perfectly possible !
  12. Since it was one of the requests from kmhxspider, here is an analysis of Millia vs Sin, one of our most dreaded MUs I chose a video of lesser-known top players this time : Kagegiwa no DC as Sin pitted against Eki-chan's Millia ! Sorry if it's harder to navigate than other videos because the archive is longer. To compensate for this there are video links highlighting key moments/MU specific tactics 1:41:29 round start : Kabegiwa jumps out but Eki-chan calls it out with IAD j.P 1:41:31 both are in the air : Kabegiwa whiffs his j.6H while Eki whiffs his pin, but the later gets the advantage and runs towards a cornered Sin 1:41:32....and opens him with a 2K and get Millia's vortex going 1:41:33 Kabegiwa bursts the 236S confirm 1:41:34 : Kabegiwa misses the air throw window and get a j.6H to whiff 1:41:35 Kabegiwa whiffs a fullscreen Bull Bash, gets tagged by Eki's secret Garden and get KOed into Secret Garden midscreen oki 1:41:39 Kabegiwa backdashes and gets out of the way by high jump IADing over 1:41:44 Kabegiwa gets a j.6H to hit CH and proceeds to knock half of Eki-chan's life down. 1:42:02 After blocking 6K, Kabegiwa gets opened by another Dust 1:42:07 after the Dust knockdwown Millia goes for another Dust, but YRCs it and catch Kabegiwa reacting to it this time around with a 2S 1:42:09 Kabegiwa uses his burst to try and do a comeback 1:42:14 Kabegiwa attempts a ballsy Bull Bash on Eki's wake-up but Eki's Gold Burst goes through it and Kabegiwa ends up in a disadvantageous situation that costs him the round 1:42:24 round 2 start : Kabegiwa jumps back again, this time with j.S, clashing with Eki's jump forward j.P, then backdashes out of the clash and get a successful j.6H 1:42:28 After a successful air throw, Kabegiwa proceeds to mix Eki up and succesfully lands a hit for big damage 1:42:39 after a left/right mixup, Eki attempts a throw/tries to bait a DP (can't honestly say which it is) and gets hit by an abare 2P from Kabegiwa into a knockdown. 1:42:44 Kabegiwa gets some pressure in the corner and uses Leap as a pressure reset 1:42:47 Eki escapes pressure by spending all of his tension in FD 1:42:54 Great IB throw punish into round-ending combo from Kabegiwa ! 1:43:03 round 3 start ! Kegiwa with again jump back j.S and Eki catching up to it with High jump IAD over. 1:43:08 Kabegiwa hits Eki out of his backdash, but loses the advantage by cancelling it into Bull Bash thinking it would be blocked. 1:43:11 Kabegiwa gets 6Ped out of his j.6H by Eki 1:43:12 Eki attempts another 6P to catch Kabegiwa hitting buttons while techign, and then cleverly cancels it into Digitalis> throw to open him up 1:43:17 After successful blocks from Kabegiwa, Eki ends his pressure with 236S (-1 on block) and tries to jump-in to apply more pressure. Kabegiwa reacts to it and airthrows him to reverse the tide and get a needed refill 1:43:20 But then does a Greedy Bull Bash allowing Eki to high jump IAD other him to side-switch and punish into corner oki 1:43:25 Eki succesfully opens up Kabegiwa by going for another TK Bad Moon instead of mixing up his options, like he did during round 1 1:43:26 Kabegiwa bursts as soon as he gets it back, catching Eki unawares 1:43:32 Kabegiwa attempts to set his ground game by using f.S then 2S, but Eki makes the f.S whiff and forces him to block the pin, and then does the exact same thing to punish 2S, and slowly pushes Kabegiwa in the corner in the process 1:43:35 Dust special, again ! 1:43:40 seeing Kabegiwa didn't have his burst and was low on life, Eki went for Chroming Rose okizeme for almost assured destruction, and takes the match Final Words. A few "stats" on the use of our main pokes on neutral. This can be interpreted in different ways, and can be partly explained by the interaction of Kabegiwa'a aerial playstyle and Eki's agression. It still reflects a general trend of the MU 6P : 1 (beaten by pin) f.S : 1 (whiffed) 2S: 3 ( used defensively : two of them hit CH, the other got punished by pin) 236H : 0 236K : 0 214S : 1 (the ohers were oki jump traps but failed anyway)) In other words, the tools on which we rely on a great deal in most of the MUs are not as useful here, so you'll have to learn how to play in the air with Sin even if he is not very good at that. Ground moves are useful but knowing when not to use them (which is more often than one would think as Kabegiwa showed with Bull Bash) is key. Keep enough meter for YRCs because they can come in handy in many situations. Gauging when it's worth exposing yourself is basically how the MU goes : Kabegiwa played very safe and non-comittal, focusing on the few moments he could actually turn the tides, and it worked to an extent. Some bad mistakes and fails on blocking Dust didn't allow him to overcome Eki, but he certainly had a shot at winning there ! In a nutshell, play conservative, and only expose yourself when you think it's REALLY worth it. you'll be pressured a lot, but outside of setups, Millia's pressure is clearly one of the more manageable in the cast. Of course there are many different ways to play depending on the Millia you're facing, but "don't let her get the hit" will always be the core of your strategy
  13. Video dump of the week, hope you like Hiroki's Sin xD GGXrd R Mikado Pre-Tournament Freeplay 21/10/2015 Hiroki(Sin) vs Jonio(Johnny) Hiroki(Sin) vs TORI(Jack-O)(1) (2) (3) (4) TORI(Jack-O) vs Hiroki(Sin)(1) (2) (3) Moga(Slayer) vs Hiroki(Sin) Chappu(Chipp) vs Hiroki(Sin) Maruhan(Sol) vs Hiroki(Sin) 3on3 Tournament Hiroki(Sin) vs Jonio(Johnny) Hiroki(Sin) vs Orca!!(May) Rion(Ky) vs Hiroki(Sin) Hiroki(Sin) vs Fumo(Elphelt) Post-Tournament Freeplay Hiroki(Sin) vs Roi(Sol)(1) (2) (3) Hiroki(Sin) vs TORI(Jack-O) Jonio(Johnny) vs Chrome(Sin) Chappu(Chipp) vs Chrome(Sin)
  14. Oh, didn't know that, I thought it punished at max height. Scratch what I've said, thanks for the correction !
  15. you can throw without dash braking, you just need to stop running and throw. It's just harder because you have to slightly delay you throw for it to cancel the recovery of your dash while making sure you don't overstep and end up being thrown instead, Dash FD brake makes this easy since FD makes you stop running immediately, but you can do without it, or in this case, have to do without it !
  16. Yeah as an Elphelt player, I can say Rifle is a pain for Faust. Just a heads up summing up what works and doesn't work against perfect reloading Els -As it was said, door is a no, it will get stuffed everytime you attempt it -High jump airdash love bag will test the Elphelt, but you can actually shoot love bag and the explosion punishes Faust, so it's not recommended. Mixing empty jump forward FD and High Jump FD can be useful. Also, YRC slows down the cursor so it might give you some leeway -Dash Forward is risky as it was shown, it is only useful when you mix it up with other options don't forget to dash brake and use jumps along with your dashes to make things harder for the Elphelt -Backdash is only used to avoid UB shots on neutral or avoid wasting tension on FD when you called out a shot; The important thing to keep in mind is that aside from door special,Elphelt can't call out everything on reaction and has to predict what you will do.While Faust does have a lot less options than other chars, he can still play mindgames to make her whiff a shot and hopefully get close. Basic mobility options, sprinkled with occasional YRCs can be enough to mess with her rifle stance so you should focus on that. Of course make sure you always have at least 25 tension throughout the match, because dealing with RIfle tensionless is asking to get robbed.
  17. Rest of Karinchu vs MAXIMHERO Karinchu (Johnny) vs TAD(Sin)(1) (2) GGXrd R Mikado 3on3 20/10/2015 Gaku(Sin) vs Ichikasu(Ky) Gaku(Sin) vs Ashihana(Bedman) Gaku(Sin) vs Hohiko(Ramlethal)
  18. Well since we saw both Dogura and Min do it, I thought I't be nice to explain how the jH>j214S mixup works ! This is known tech for many Sin players but if it can help some or just act as a refresher, it's prolly worth it ! Whenever you manage to get a midscreen knockdown with 236K,2D; 5H into 214H or the stuff >2D>236K>623S>214S>214H combo (doesn't allow you to get the mixup on Potemkin because he is too fat), you can IAD other them as they wake-up, and get your j.H to hit in a way that allows it to combo into j214S, which is normally impossible if the jH doesn't hit as a Counter Hit.It's a bit harder than it looks to and have some chara specifics linked to it, even if it technically works on the whole cast ! Conditions for success are : - You need to hit j.H as you begin falling from your airdash, or a tiny bit before that : too early and j214S whiffs, too late and it doesn't come out. The window for it is quite lenient for most charas once you get used to it though ! - you must hit with the back hitbox of j.H's first hit (early active frames). It means you must hit j.H as you are just above their head and slightly behind. If you did it correctly, the j.H should vacuum them towards you and have a significant hitstun - j.H must hit meaty or almost meaty : the whole thing connects better if you it them in that specific point in their wake-up where they're neither standing or crouching. Pros - Meterless mixup into meterless conversion (you can follow-up wit 5H on a majority of the cast, and following it up with j.S is universal) -Decent damage (It's Sin anyway, but you get somethng like 170 meterless which is nice) - Very + on normal block : your opponent will have to commit to something if he doesn't want to get pressured after this -Beats normal mashing and reverses DP inputs or cause most of them to whiff/clash since j.H's hurtbox is relatively small. You can use it to call out those, in addition of being an actual mixup Cons - Reactable if the mixup is expected, especially since you need specific knockdowns, and they need to be midscreen -Loses to Blitz and to most backdashes : both cases mean a relatively free punish (To be fair backdash won't happen that often since you need to do a reverse backdash with reversal timing xD) - Consistency depends on the character you're facing : easy on most of them, slighlty inconsistent on some charas, highly inconsistent against Leo, and requires to hit with the pixel of justice against Faust. You also need to slightly change your timing depending on their wake-up speed All-in-all, a relatively nice, but situational mixup, that really shines when it's not expected as it puts you in an advantageous situation whether it hits or is blocked. It can be blown easily by a player who knows better so don't abuse it ! Also using this post to give my belated gratz to Faultydefense gettng 3rd place at CEOtaku with Sin ! -
  19. Well, the Chip damage is okay and you can play mindgames and mess with their attempt to punish. Stance usage depends largely on which character you're facing : some characters have relatively unreliable answers (Potemkin, Zato and a few others) , so you can try and use it (reasonably) against them. Sin is incredibly potent at beating the stance with his 5K, which can beat mid chain's startup, mid chain's recovery, and low chain startup (makes it whiff or punishes, depending on the timing) from fullscreen !
  20. Sin vs Potemkin is up ! Hope this will be helpful/informative ! Again if you have another specific Match or Match-up to request, feel free to do so !
  21. Thanks for the input !! Well, even if it's online, and 2 frames, It shouldn't hinder from 6Ping more, even if I whiff it or stuff.. For the rest, I really agree with what you've said, except the DP after SG S in this situation : Alioune LOVES to backdash after SG S, especially when he gets a grenade ticking on you, and if he does, the punish on this is humonguous, that's why I prefer to play it safe and look for occasions to jump out. But yeah I could've attempted it on occasion I guess^^ For the video links I'll fix that real quick for any other people that'd like to give me advice Unfortunately, I don't know when I'll meet up Alioune for offline, attending a UK tourney soon though, so I guess you'll be able to judge me better on that if I don't get blown right from the start^^
  22. Online session against Alioune. It was fun but I got destroyed as per usual xd ! The thing is really long so I'll put three matches here (knowing I only won one in the entire thing xD) one in which I did well, one that was so-so and one in which I died a horrible death^^ The Sin hype match The not-so great match The Alioune plz match Atm I know I need to brush up on my defense and my confirms (I'm so greedy on IAD loops + so many counters left unconfirmed or dropped midway) and more importantly, use 6P and confirm it better (I'm always weirded out when I CH air Bridal and constantly go for the wrong confirm) Any situational or general advice is welcome, you can also pick other matches of me being destroyed to comment them if you want^^
  23. Here comes the Potemkin MU ! A lot of people would call this Match-up free for Sin, but even if Sin does have the advantage, It's still a relatively finnicky MU for him ! I decided for this one to pick one video. featuring FAB against Zadi ! 7:19 Round start : FAB does 2P and Zadi respects it 7:23 After backing off from Potemkin and doing dash FD brakes, Zadi uses his first 236H 7:24 -7:27 Zadi pressures for a little bit then resets neutral 7:29 After having applied 236H pressure, Zadi baits the Slide head into an optimal punish, and forces FAB to burst 7:45 FAB Hammer Falls through 236H's second hit and YRC it regain advantage. Zadi denies that by using Staff Rain follow-up: 7:47 - 7:59 Zadi does everything to stay at optimal range, and doesn't use Beak driver until he gets there : 8:00 -8:09 Zadi tries to air-to-air against Fab, gets KOed by his j.D, and eats two Potemkin Busters in a row, completely reversing the flow of the match 8:11 Zadi proceeds to backdash YRC to escape from the blender 8:17-8:21 After getting cornered,FAB neutral jumps and tries to get out while Zadi constantly charges 236Hs 8:29 Zadi fails to confirm his charged Beak Driver, and gets thrown 8:35 Zadi IBs FAB jD and punish it with a throw, sending him back to the corner 8:37 -8:50 After a war of attrition, FAB mega fists, and reverses Zadi's FD input, causing him to 6H into the megafist and lose the round 9:01 Round 2 start ! FAB with 2P, and Zadi this time jumping back 9:15 9:19 Zadi decides to pressure FAB, pushing him in te corner and harasshing him with charged Beak Drivers... 9:20 ...Then eats, YRC, sees a Hammer Fall Brake that didn't come out in time, and punishes it with a Beak driver Counter Hit 9:22 FAB bursts to corner Zadi, who quickly proceeds to escape from the corner 9:28 Zadi calls out Slide Head with 236H and gets another counter 9:42 and 9:49 After cornering FAB and pressuring him, Zadi YRCs and reposition himself the first time, and YRCs and tries to Anti-air the second time, resulting in a Danger Time clash 10:13 After getting cornered by FAB Zadi does a ballsy dash under Potemkin's jump-in, and then backdashes to re-establish neutral 10:25 As the timer runs out, FAB tries to break Beak Driver's pressure, but this time Zadi is ready and welcomes him with a 6P 10:33 Zadi closes it out by calling another Slide Head 10 38 Round 3 start ! FAB with yet another 2P and Zadi this time neutral jumping it. to try and force him to block j.6H, FAB recovers in time to Slide head, but Zadi also recovers int time to block it 10:43 Zadi Leaps on FAB to apply some pressure, manages him to open him up and gets a combo 10:50 -11:00 Charged Beak driver x N with some YRC sprinkled 11:00 11:15 Zadi continues his war of attrition, but this time mixes up several options while continuing to Charge Beak Drivers : Bull Bash to stop high jumps, Leap j.6H to push FAB in the corner, normal 236H to blow jump-outs 10:08 Zadi FDs the incoming Hammer Fall, but chokes and get countered into RC combo for big damage 11:36 Zadi does a 2P>2K>2D blockstring. FAB IBs everything and Potemkin Buster between the 2K and 2D 11:45 Zadi, not daring enough, doesn't go for the 6P and triple YRC ends up with him getting thrown and losing the match Final words This is pretty much the classic way of dealing with the Match-up. Nauturally you can adapt the way you approach it to fit your playstyle, as long as you remember all the things we talked about : -- FOOTSIES ! No really, your goal here is to learn to hit everything from max range, whether you jump, walk, dash or whatever. every inch of leeway you give to Potemkin is an inch closer to eating one of his buttons/special/command grab. As long as you mind Potemkin's options, you can be more agressive with the way you play but keep in mind that Potemkin has reliable ways of dealing with your pressure and approaches, and that he wants you to get close to him to give you big flaming hugs. If you fear you could fall victim of this kind of affectionate but painful displays, stay away from him - Giving Potemkin the driver is often a good idea. Careful though : because of how strong Beak Driver is against Potemkin, it can be tempting to screw it in his face all day everyday. As good as it may sound, don't, or at least be ready to YRC if things didn't go as planned, because if Potemkin catches you Beaking him all day, you'll probably end up eating a Hammer Fall, Mega fist or Slide Head, and deal with his offense, which is a huge nope for Sin. Immaculate spacing is the key here ! -Drops are always a no-no, especially in Guilty Gear, but they are a huge no-no when you play against Potemkin. Do yourself a favour and pick Potemkin as yourtraining dummy for a while if drops happen too often -If Potemkin drives you to the corner... Best of luck. Pretty much jump, block, mash or attempt a backdash YRC, praying that you guessed right, and if you didnt... -YRC and FD are your friends, cherish them, love them, always think of them whenever you take a peak at your gauge. Remember they are here for you during hard times, and that you're safe as long as they are here for you. Dedicate your whole gauge to them if you feel the need to !
  24. This whole thing about 236H CH in the corner was bugging me so I actually decided to test things out in the lab : turns out you can't do the leap confirms on a whole bunch of charas if they are fully cornered, I could only get the usual confirm to work on Potemkin, Bedman, Faust, Zato,Sin and Slayer. The others just seem to bounce off the corner too fast for any kind of classic Leap follow-up to work (might work on a few others since I tested this real quick, but if it does, it must be a pixel perfect thing)Then again, the combo is perfectly stable if they are only a few inches away from the corner, but doesn't seem to work properly when they are fully cornered. Maybe my lousy execution is playing tricks on me, so if you can check on your side so that we can get a clear and definite answer, I'm all for it^^ Thanks again for the video, and putting nice combos in there, expecially some of the chara specifc combos ! 2H is actually really nice for near corner 623 combos, the critical gets much more consistent !
  25. Which is exactly my point, the goal of the confirms I posted are to compliment the BnB for the situations in which said BnB is hard to implement, they are not "replacemen" or "scrub" combos. In the corner, unlike midscreen we have the option to confirm 236H CH in every situation, even if we preemptively canceled it by pretty much any special or super, and, squeezing the most damage possible when this happens is also a part of the optimizing process. Of course, as I've said if the counter is expected, go for the better route !
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