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Everything posted by Zephyrion22
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Agreed, that this is the optimal confirm, especially midscreen where it's consistent ! It also works in the corner, but the bounce effect changes depending on their position, so you end up crossing them up, or hitting j.S too late and not getting your j.6H. Also since you have to cancel 236H by Leap from the get-go for it to work in the corner, it can be a bit unpractical and you may miss on potential damage and positioning because of this, not to mention all the chara spe and distance tweaks Tha's why I just put some 236H CH emergency confirms, for the times when you chose to cancel 236H by something that is not leap in the corner, and still want to capitalize on the CH, or simply if you fear you won't be able to combo using leap because you didn't expect the counter. I completely agree than on a completely planned counter + you are confident on confirming on X chara with Leap in the corner, you should go for it (which is the reason why it's the combo highlighted in the wiki, and not those ones)
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It's one of Sol's hardest confirms. No secret here, your IAD must be done as fast and as low as possible, and you need to hit j.K on the first frame you can !
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Just doing a quick list of 236H (CH) counter confirms when the opponent is in dead corner, since it's kinda a pain hard to confirm those when using Leap (adjusting the distance, minding weight + chara specifics, delaying properly or not if need be, all that jazz) : I don't have any filming equipment, so can't share it via video, sorry^^ Corner 236H CH any distance universal emergency confirms - 236H CH >(dash>) f.S > 236H 113 dmg 2k cal -236H CH> 214S 236H 132 dmg 5k cal -236H CH> delay 236K>236H 106 dmg 5k cal you can rep this for 145 dmg and 9k cal -236H CH > 236236P> dash >236[H]WS>66>236[H](WS)x3>214K>j.6H re-stand>2H(2)>2D 241 dmg 6k cal + 50 meter This is a sample but you can do whatever you want after the Voltic, since you have a billion years to confirm. Only for those who like to pop balls during pressure^^ -236H CH>214S>632146H(6~6~6)>2P>623S(crit)>214S>236[H](WS)>214K>j.6H restand>2H(2)>2D 234dmg 8kcal + 50 meter Corner 236H CH from mid distance to up close 236H CH>dash>2P>5P>5H>6H>IAD>jP>j.K>5H> delay 623S(crit)>214K>(j.S)>j.K>5H>iAD>j.K>j.S>j.K>5H>236H 145 dmg 2kcal + possibility to set a Voltic. You can also go directly into 623(crit) combos from this but you won't always get the critical to hit correctly, so this is actually the most stable route.
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OK linking tons of footage from Mikado Revelator freeplay sessions and others : didn't include the tourneys because timestamping them is annoy... because Rody will upload them xD ! I probably won't do this all the time, but I'll periodically put some to provide some footage of Sin against newcomers ! R Mikado Freeplay 09/26 Sin vs Teresa(Jam)(first round is cut) (2) (3) (4) (5) (6) (7) (8) Sin vs Gonzaburou(Faust)(1) (2) (3) 09/28 MAXIMHERO Karinchu vs the World Karinchu(Johnny) vs TAD(Sin) R Mikado Freeplay 09/30 Etarou(Sin) vs Umecha(Jam)(1) (2) (3) Tarou(Potemkin) vs Etarou(Sin) R Mikado Freeplay 10/01 RRLR LLRL(Sin) vs Nyowa (Jack-O)(first round is cut) Kotake(Sin) vs TORI(Jack-O)(1) (2) (3)(4) Kotake(Sin) vs Millia(1) (2) R Mikado Freeplay 10/03 J.T(Sin) vs Mugen(Sol)(1) (2)
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Taking some relevant data from old threads to serve as a base for discussion Sin's Side
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Ok I'm copy pasting the more relevant data of the old matchup threads, think of it as a way to give general info and open up discussions about it ! Sin's side Axl's side
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Well I hope the Kys always do it with 50 meter : with IB, you can dash 2H o 6H and it will punish it cleanly, unless it's perfectly spaced, and we all know what a raw 2H or 6H in your face means. If it is perfectly spaced, f.S punishes it constantly on IB too, and 6H into R.T.L + following combo works most of the time (you're too far to get 623S to hit crit). Not saying it's a bad tool, but if a Ky player goes overboard with it, you know what to do !
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[XRD] Sin Kiske Video/Match-up analysis thread
Zephyrion22 replied to Zephyrion22's topic in Sin Kiske
Well, I have a few videos in my mind for those MUs, I can send a message with some links for them. If it's for a real MU analysis, though, It'd be great to choose one specific MU, since it's a bit time-consuming and all ! -
I guess many people can agree, this MU is a really tough one for Sin. Here are clues that might help Sin deal with it, and give the Millia players some info Neutral the key here is to change the way you use your pokes. If whiffing a f.S/S because you mispaced it isn't usually too punishing, It is in this Match-up. So when you choose to poke, be sure Millia is going to block. Sometimes it's better to move away or wait and assess the situation. Beak Driver is only a situational tool, and Bull bash is out of question 90% of the time. Never undersestimate Millia's whiff punishing abilities. If Millia has Silent Force (her pin), it basically means your 6P is more or less sealed away.. Surprisingly enough, Sin has quite a few options in air-to-air, as long as he is under Millia : j.P,j.K and j.S are quite good for air chasing, while j.H is your only panic button if Millia is below you or in front of you. j214S is kinda slow, but gives you huge rewards on CH; so if you feel like it'll work, give it a go. If Millia already used Silent Force, your 6P becomes viable again, and it makes a big difference, given the damage you can get of it. If you can put her a disadvantage or punish her for trying to get it back, do so. Bear in mind that most of the better Millia players will use the pin for guaranteed hits, okizemes, or in such a way they will get it back right after they land so don't be too greedy on that. Offense Millia's awesome backdash,fast normals and air options make it hard to keep pressuring her for long. However, a single hit can seal the deal. So, while you keep what she can do in mind, going ham and hoping for a lucky hit is not necessarily a bad decision. Don't do it too often, or the Millia will catch up to you and put you in vortex Land Whenever you get her in the corner, don't let her reverse the positions, even if it means backdashing to go back to neutral : if you let her cross you up, you'll regret it, dearly. Defense if you're blocking without being pinned by a disc or a ball, try to be conservative most of the time : FD will very quickly put her out of her overhead range, and make her pressure quite easy to handle, as you'll only have to mind throws and not-too-hot pressure resets. Millia is not a pressure char in the first place, so no need to DP or Blitz here. Disc Oki is very strong, especially in the corner but it also has some mindgame to it. the disc never hits meaty, meaning you can potentially Blitz/DP/jump/backdash out of it. Thing is, Millia can cover one or several options at a time, hence the mindgame. For example, Disc > TK Bad Moon wins against blocking wrong of course, but also kills jump outs, backdashes and low Blitz. However, it loes to High Blitz and DP. Test your options and see what you can do. Mind the fact that Sin's DP has a very short range, so don't commit to it unless you've really called out something specific. Don't forget that any hit Millia gets before of after the disc will lead into the same oki again, so make quick decisions ! Secret Garden (the orb) corner oki however, is death for Sin : usually you can High Jump Blitz it, as it is never a perfect meaty. However, SIn's slow wake-up makes it hard to do consistently, or even have the 3 necessary frames to jump.out. Even if you succeed, Millia can direct the orb in such a way that it'll ram into you again atter your Blitz, forcing you into an unfavorable position. I you choose to ground block it, know that DPs dead angles or backdashes are out of question. It is technically possible to jump out of the orb depending on the pattern used at specific points, but Millia can cover those points with her normals. Millia is also infamous for being really burst safe, and burst is an invaluable resource here, as a successful burst means you get a chance at neutral, and maybe landing a decisive hit. If you fear for your burst, you can try to OTG burst : it'll take longer for your burst to come back since the burst will whiff most of the time, but any hit Millia atttemps to punish you will be counted as OTG, meaning that you can play the tech out mindgames and have a chance to get out. Try to change your burst points as much as humanly possible is key here ! Final Words One tough match-up for you. But as long as you play clean and don't panic even when cornered you have your chance. Sin suffers greatly in this MU, but he also has one of the greatest comeback potential, so as long as you're not dead, you have a shot at getting back at her. Millia's quirk is to punish mistakes very hard, so "don't get hit" is pretty much the way to go.
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Since a lot of the matchup specifics was dealt with for Venom's side, I'll deal with Sin's side Neutral As said above round start 5K makes 2S whiff. If the Venom likes to do 2S>Carcasse Raid, you can Beak driver CH it and leap above the ball for a huge combo : optimized version gives you 50 meter to set a Voltic Dein okizeme, which puts Venom in a "do or die" position. This only works if the Carcasse Raid reset is done from far enough though ! As being said, Elk Hunt goes under Stinger Aim (mind the possible YRC), and Beak Driver can kill some balls. Mind the fact that Venom can hit them in such a way, that the ball goes under the beak so watch carefully their trajectories.Leap and high jump are here to help you against low balls ! Try not to bee too passivewhen it comes to pool balls : dealing with them is a pain, so if cou can prevent him from summoning them, do so ! Due to the fact Venom can summon balls and use Mad Struggle to keep himself hanging, It's sometimes better to go for the airthrow than to commit to 6P and get punished, though 6P has a much better reward in terms of damage and oki. Escaping pressure QV (the ball set that does a hit and negate projectile) is -4, meaning that you can beat a following 2S with your own. Being a level 0 its blockstun is very short, so learn the timing to press your buttons against it if Venom thinks he is entitled to use it in pressure. Carcass Raid is pretty much the core of Venom's pressure in the corner. If you block it, it's a free pressure reset for him, but you can jump above it before it reaches you. The H version of it is used to prevent you from getting out, but completely whiffs if you're not up close, meaning you can 2S him out of it. So it's a two-layered mindgame. First Layer is using IB and FD cleverly to mess with the spacing Venom wants to build in his pressure to force him to use Carcasse Raid at points he doesn't want to, and thent try to escape by guessing which version he will use. Of course, mind the fact that Venom can do something completely diffferent ! Whatever happens, don't let Venom get up close and personal during pressure.: His throw leads to great meterless combos, and TK Mad struggle is not to be messed with (fast overhead, +7 on block). Both options, along with his lows, lead to his okizeme, meaning you're in a really bad position. Whatever you choose to do, be sure you don't respect it too much, because you'll be in for a treat if you do. Offense Venom has a 4f startup jump and no reversal, although his backdash is more than decent. This means that while he has options, he has an harder time getting out of pressure than other chars. The move you'll have to keep in mind is 2S, as it can go under 5K at some ranges, and more importantly, goes incredibly far for a 6f move, making it dangerous whenever Venom IBs a + move, or use FD to get at your S range. Be sure to stay right in his face, as any farther becomes risky. He also has quite a few efficient AA moves, so don't jump on him carelessly, and reset the neutral once you feel you cant press your advantage any further. Venom has by far the fastest face-up wake-up (21f), So you'll have to adjust your meaties to that Final words This is a really balanced MU for me, with a slight advantage for Sin because he can contest Venom's neutral and go ham on him on offense. However, Sin's pressure is not scary enough to keep Venom cornered at all times, but the reverse is untrue : Sin cannot get out of Venom's pressure reliably. Clever reads on neutral and sheer damage output are still your best friends !
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Thanks for noticing, yeah, goofed up, it's Keiichi, so duly corrected ! ^^
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Zephyrion22 replied to Ventus Tatshima's topic in Sin Kiske
Info is info, known or not, if it can be useful to those who don't know, no matter how many they are, it's worth mentioning ! Here's info for those who like j.H tricks High jump> slightly delayed IAD >jH>jD>RC>j.S>j6H>6H> critical stuff works on many chars except Leo, Faust May Perfect IAD> jH>j236H>RC>j.S>j6H>6H > critical stuff is much easier and more ambiguous but doesn't work on Faust May. very inconsistent on : Ramlethal, Chipp, Leo Surprisingly, both of them are quite useful in their own way. First one is surprisingly useful for neutral and okizeme, since it tends to eat 6Ps and reversals, but the cross-up is easier to spot. Second one is great for midscreen blockstrings, as the IAD is easier to buffer get the lowest height possible Also for those who want their Voltic Dein mixups to be even more dirty. along with all the other options you have,after the instant rising jH you can replace the fuzzy airdash j.K>j.S>j.K by airdash j.S>j.6H. It will act as a confirm on most of the chars, and if blocked, you get the usual high/low/IAD j214S for a cross-up. Only issue with this is that if they IB the j.S, the j.6H won't be blockstring anymore and they can DP, Blitz you, or simply crouch for some chars. Still good if you mix it with the normal fuzzy airdash mixup. -
XrdR : Mikado 3on3 9/15 Hiroki (Sin) vs Buppunko (Millia) Hiroki(Sin) vs Keiichi(Venom) Hiroki (Sin) vs Moga(Slayer) Hiroki(Sin) vs Jonio(Jhonny) Hiroki(Sin) vs Sosou?(Ky) XrdR A-cho 2015/9/21 High Dan Char Showdown Svampen(Jack-O) vs Kabegiwa no DC(Sin) U-zen(I-no) vs Kabegiwa no DC(Sin)(1) (2) Thanks guys for your contribution to the video thread by the way : Just a heads up, if the info is available and you have the time to do so, could you present your video posts this way : Xrd Sign or Xrd Revelator > name of the arcade/online matches/tournament > date and then put your video in this format ["url=insert link here"] P1(char) vs P2(char)["/url"] and remove all the " this is not mandatory, of course, it's just to make it easier to keep the first post up-to-date !
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Well, I'll pretty much put what I did in the previous Sin thread, corrections from bedbros are welcome -Neutral is pretty much Bedman trying to get his way in whenever Sin whiffs or makes a wrong move. Conversely, Sin wants to blow Bedman for attempting to set his seal game, and get his pressure going. Most of the time, neither of them want to take too much rissk, because neither of them have solid answers against the other's pressure. So here focus on mobility rather than poking, by actively trying to get close to Bedman without being reckless or throwing moves at random. -Bedman's task A, 1/2/3H series and hover freedom can be quite a hassle for Sin. Bedman's guard point dash can also go through SIn's pokes for relatively free punishes so you don't want to be too liberal with them. Don't try to Beak Driver through task A either unless you're sure you'll force Bedman to block in the process, otherwise, it's free pressure for him at best. If the Bedman doesn't commit to anything after task A, you can just jump/leap over it. You'll avoid getting tagged by the 1/2/3H series in the process. Focus on air-to-air and anti-airing here : Sin has good enough tools for that. (6P as an anti-air and j.P and j.K both have less range than Bedman's j.S, but are quite faster, meaning you can tag him out of it if you chase him fast enough) -If you let Bedman get seals on neutral, the situation can become quite dire for Sin. Generally, when dealing with seals, you shouldn't focus on clearing them unless Bedman isn't actively covering them. Instead, focusing on finding a way of hitting Bedman while staying away from the seal's effective range is, when possible, the best solution. -Bedman's pressure and mixup optons are quite scary. Bedman's seal okizemes are DP proof for the most part. You can DP against simple safe-jumps and start pressuring if the DP is blocked, but you'll just die if you whiffed, so be VERY careful with it. Your game here is to block the first mixup, then try to prevent him from resetting pressure. The safest option is generally to fuzzy jump (constantly inputting 1>7+FD>1), as it takes care of hover dash mid-pressure, task A at mid range or more, bad tick throws and lousy 6H attempts. You may lose some tension, but you get a chance to get out from loose resets. Don't abuse it unless you want to get airthrown though ! Do note that Bedman's advanced combos and setups will allow him to get 2 seals or more, which means tighter blockstrings. Since Sin's jump is 3 frames, you'll need to carefully calculate when to jump, or even not jump at all if you don't want to be tagged and knocked down again. -Most of people aren't familiar with the way task A' (tosshead with teleport ). The side at which Bedman teleports is dictated by the way the head hits you.I means that once you're familiar enough, you can guess at which side he'll end (although the following mixup is still an issue). When the head comes into contact with you Bedman will teleport to it regardless of what he was doing beforehand and end up at +9. From there, he has two options : either use a fast normal to get a fullproof blockstring and attempt a mixup from there, but the cross-up itself will be auto-blocked, or wait a bit for the blockstun to end, in which case you'll have to block in the right direction, but you'll have the option to Blitzshield or DP through it. In any case, get familiar with the way it works, because the Bedmans certainly know how it does, and will make you pay for not being able to deal with it. Thankfully, this MU is manageable because of the relative lack of answers Bedman has against Sin's pressure : Since he only has a hover dash, Bedman has a harder time getting out from pressure by jumping than other characters in the corner. His normals make it hard for him to mash through as well, so you can crank up some RISC here. Don't go overboard though : Bedman's guard point dash and Backdash are very efficient tools when he has a YRC available.Additionally, it's already risky to Leap mid pressure in general, but Bedman's 6P can't be messed with, so be vary careful. Sinusoidal Helios is a crappy reversal super that is slow, can be thrown on startup and lacks range, BUT it's still + on block, and can be YRCed if need be so be sure to keep things fresh with your pressure and bait stuff properly. Overall this MU is slightly advantageous for Bedman in my opinion. The outcome of the match will mosltly depend on how "clean" your neutral game is. Bedman's threat comes from his ability to get a snowball effect from the opponent's mistakes, So don't let him get enough room to get the ball rolling, but don't let him knock you down and roll the ball on you either !
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Nitroplus Blasterz: Heroines Infinite Duel
Zephyrion22 replied to ivanchu77's topic in Misc Fighter Central
From what I've heard, and it kinda links with what Dreiko said, Anna is not considered low tier because she is a bad zoner per say, just that her playstyle doesn't fit well in this game : Her zoning is strong but she only gets average damage from her zoning tools, while constantly exposing herself to deadly punishes. Also, her lack of anti-airs and good defensive options forces her to play the reflection guard mindgames, and if she gets thrown, well, the end. Also, while she gets strong okizeme and mixups while up close, she is very lacking at mid range, meaning that she needs to take a lot of risks to get in your face. To sum it up, like Saya, she has very strong tools, but her gameplan isn't safe and stable enough to let her win rounds and matches reliably. That being said she is not awful or anything, I think someone tweeted about the tiers being really close so you can certainly rock with her (as long as nobody plays Ein against you xD) -
Thanks for the comprehensive advice, I need to add only one thing : Elk Hunt's frame advantage doesn't exactly change depending on distance : Sin's sliding animation detects an hitbox and then activates, meaning that it WILL be +2 99% of the time. Only ways to increase the advantage is to do it meaty (which can be thrown so nope) or to get it to hit at a very very specific distance (Elk Hunt "auto-triggers" after some travel time and you need to hit with the tip of the foot : it's completely impossible to do consistently). Even then, the additional frame advantage is irrelevant for pressure since the opponent ends up beyond Sin's poking range. So long story short, Elk Hunt is +2, IB it when you can and Sin will be at frame disadvantage( -2) 99% of the time xD
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[XRD] Sin Kiske Video/Match-up analysis thread
Zephyrion22 replied to Zephyrion22's topic in Sin Kiske
Ok this next video is a match between min(Sin) and Sharon(Elphelt). This time, I picked a match that is everything but conventional. You should watch it once ! 13:35 : Round start...with Bull Bash ? Actually, yes. Sharon is very conservative when he plays Elphelt, and jumps a lot to benefit from Elphelt's awesome air game. Unfortunately for him, he didn't expect something so wild as Bull Bash round start, got caught tensionless and ate it for big damage and corner carry 13:41 : min goes for a fuzzy airdash mixup, opens Sharon and... resets with j.D ??? Honestly can't say if he auto-piloted his pressure, or genuinely went for a reset since Elphelt lacks good reversal options. But it worked ! 13:45 : Empty jump 2P hits...into dash corner throw ??? Sharon was probably so mindfucked he didn't even tried to mash out, resulting in yet another reset 13:49 min does the burst safe variation of the combo...and waits for a burst that doesn't come out 13:51... only to late leap into yet another reset leading to a dizzy, then resets the combo with a burst safe charged Beak Driver 14:00 Round 2 start, min not afraid of Elphelt's options in the slightest, goes for a ballsy f.S, backdashed by Sharonthen he proceeds to harass him, not missing an occasion to leap above grenades 14:06 min whiffs his jump-in because of 2S and it's insane low profile, and gets thrown. The Elphelt classic, that works incredibly well against Sin because of how crappy his jump-ins are. j.H at low height should beat it, though, so if you expect it to happen, modify your jump-ins accordingly 14:09 Great backdash through Elphelt's 6H from min ! Try to do it whenever you can : Even if you mistime it, she'll only get a knockdown from it which is bad, but almost just as bad as blocking it to end up being shotgun pressured. Also sends the message again to Sharon "I'm not going to respect you in the slightest, stop me if you can" 14:12 After getting out of the corner, min calls out the air Bridal with a well-timed 6P and forces Sharon to burst. Sharon could have saved his burst, but probably felt compelled to burst early because of min's agression. 14:30 Sharon does 6H into Pineberry, and gets caught by a reactionary f.S from min, losing his chance to push him further into the corner. Sharon often loses chances to go ham and prefers to reset the neutral game, and min exploited that too ! 14:31 Air Bridal whiffs and is properly punished with a 2K into a small combo 14:38 Backdash YRC into X move is the best way for Sin to interrupt Shotgun pressure if you call out a pattern, which min did. 14:41 min goes for a cross-up jH into 214S to open up Sharon, but fails his confirm 14:45 min after knocking down Sharon, goes for exactly the same mixup, and Sharon failing to react, loses the match This match was "Yolo" at its most quintessential level ! But this utterly wild way of playing shook Sharon's footings,who failed to adapt during the match, and in Japan, one match is enough. min also showed he knew both the Elphelt matchup and Sharon's habits. We can't know how much of the BS displayed is deliberate or not, but a part of it certainly is; and it worked ! So when everything else fails, embrace the yolo ! -
-First, I'm really happy to see you improved a LOT compared to the last video. Overall, you fixed and improved everything I mentioned, while keeping the good points, and you're getting mostly good results (seriously, the bracket reset was yours, if not for the heartwrenching comeback during the second match -You also got good knowledge about the Sol MU (5K round start, how to stop Sol's pressure in general, better use of FD) so that's good Now for the things that could help you : -You could be more "shifty" in the way you play. By that, I mean you play a texbook Sin, by punishing stuff and getting momentum from spacing, which is great. Now you need to add some randomness into that, like, when they begin to respect your Beak Driver, you can run straight up in their face. You can also Leap or double jump every once in a while on neutral (as long as you do it sparingly), well be a bit unpredictable ! - Even if Sin is a grounded character, I think you could chase him with airthrows and air normals a bit more, if you fear hitting a divekick in your 6Ps. with the right angle you can bit every of Sol's air normals with j.K and use j.Pand j.S to pressure if blocked. As said before, 6P and Bull Bash can be also useful(Seriously, Nerk kept double jumping in Bull Bash range and I haven't seen you attempting it even once : It may be punishable, situational and stuff, but the reward on it more than makes up or it). Sol has strong tools, but it doesn't mean you can let him do whatever he wants on neutral, so try and force him to deal with your offense ! -You've got the jumping out of pressure well. Now try to add some variety to your escapes : you can double jump, High jump airdash, IAD through, use jD YRC to hover, or even run FD brake sometimes. This will help you not getting stuck in the corner while getting your tension drained at terminal velocity. -You're clearly evenly matched for the most part, except for one point : burst awareness. Nerk bursts at the right points and is very unpredictable with it, whereas you had quite a few questionable bursts. Conversely, Nerk actively wants to kill you for your bursting habits while you fail to get a read on his. This will come with experience and training mode, but here are a few tips. Just burst generally when you see a special, even if it's at the end of a combo,or at the beginning of the match (generally between the hits for multi-hits ones, and when you see Fafnir/Bandit Bringer's startup frames). Only exception is Gun Flame, for obvious reasons. Only burst at these points for some time, and once you can assess when to burst, you can take risks and burst at other points. When in doubt, or facing completely burst safe stuff, don't hesitate to OTG burst (burst when you're knocked down after a combo): even if your burst whiffs, all the following hits your opponent does will count as hitting you OTG, meaning you will only sustain minimum damage, and be able to tech very quickly. Worst case is burst startup being thrown, but it's not as bad as a full punish, and your opponent would need to be a psychic to choose run/airthrow over OTG gun flame oki.
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Well, this is coming from a Sin player but maybe my point of view can help This MU is definitely in Sin's favor and his a very hard one for Potemkin, however it's not unwinnable by any means, once you understand what the MU is about -Beak Driver is normally your main issue here : it's 2 hits, so it blows Hammer Fall : However the first hit actually has less range than the second, so at Beak's max range or so, you can actually Hammer Fall through the second hit and force the first one to whfff completely, and get an YRC mindgame from here. It's tricky to do at first, but it's very useful once you get a hang of it. You can also Slide Head on prediction sometimes, as the slamming part low profiles Beak Driver. Once the Sin player does it from close enough for the two hits to connect correctly you can use Mega Fist or 2D on prediction to bust it. The core of the MU is actually in this point : Stay grounded and show him Beak Driver is not a move he can just liberally spam. you have much less answers when airborne so don't go there unless you need to. If you stuff all the ill-spaced Beaks correctly, the Sin player should be a bit more careful with them, so use it to your advantage - There is no reliable answer for the super, but just think he is blowing up his meter to get food, so it's not all that bad in the end ! If he is not doing it on oki or in a tight blockstring, you can 236P YRC and FD. He'll have to prevent you from getting closer by hitting you, and if he still makes himself a sandwich, you can punish him ! -If he actively pressures you, as you said, it's IB mindgames. Whenver he does 236K and try to reset pressure or delay his 236H, you can IB > PB. if he doesn't let any holes, you'll auto-block. If he leaps on you, you have good enough AAs and a decent airthrow to kill him, along with the HPB if he really gets too jumpy. If you see him getting low on food, get ready to Hammer Fall when he is about to eat to ruin his day. - His DP can be quite annoying for Potemkin since he relies on safe-jumps, and Sin's DP can be made safe on block with special cancels. A good way to beat it is to OS a backdash during your safe-jump (inputs looks like this : forward jump > 4j.H> quickly press 4 before landing > press a button. On block you'll get jH followed by your next button. But if your .jH whiffs, you'll get a backdash. If you did it right, SIn's DP will whiff and you can punish it with PB. As usual, careful with Blitzshield ! Other people can give you advice on the MU, but the core of it is still to wait for the mistake and capitalize on it. You just need to be very patient. Sin is not very scary on block, as he doesn't have great oki or mixups so let him chip you as he wants, ultimately, he'll make a bad decision and you can turn the tables on that !
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Zephyrion22 replied to Ventus Tatshima's topic in Sin Kiske
Speaking of which, since the old Matchup threads are gone, you need to go to the new Xrd matchup section, which is new and therefore still empty. Info will be retrieved in due time, but if you have any pressing questions, Be sure to ask them there ! -
This is the thread to discuss about the Sin vs Potemkin Match-up. A quick overview will be made available once players from both sides give sufficient info Sin vs Potemkin -Round start -Neutral Sin's efficient moves against Potemkins and Potemkin''s possible answers What tools you shouldn't use, or use sparingly against him Potemkin's efficient moves against Sin and Sin's possible answers What tool you shouldn't use or use sparingly against him -Offense/Defense discuss what works or doesn"t work for Sin against Potemkin when pressuring or on wake-up, and Potemkin's defensive options that are useful or not in this Match-up discuss what works or doesn't work for Potemkin against Sin when pressuring or on wake-up, and Sin's defensive options options that are useful or not in this Match-up
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This is the thread to discuss about the Sin vs Millia Match-up. A quick overview will be made available once players from both sides give sufficient info Sin vs Millia -Round start -Sin's 5K beats dash f.S, 5H and forces her sweep to whiff - because of this Millia should take advantage of her air mobility or bachdash right from the start. Digitalis is a very risky but possible answer -Neutral Sin's efficient moves against Millia and Millia possible answers What tools you shouldn't use, or use sparingly against her Millia's efficient moves against Sin and Sin's possible answers What tool you shouldn't use or use sparingly against her -Offense/Defense discuss what works or doesn"t work for Sin against Millia when pressuring or on wake-up, and Millia's defensive options that are useful or risky in this Match-up discuss what works or doesn't work for Millia against Sin when pressuring or on wake-up, and Sin's defensive options options that are useful or risky in this Match-up
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This is the thread to discuss about the Sin vs Faust Match-up. A quick overview will be made available once players from both sides give sufficient info Sin vs Faust -Round start -Neutral Sin's efficient moves against Faust and Faust's possible answers -236H (Beak Driver) is useful to control space and playing the footsies game. It can be baited and punished by Faust's 41236S (Scalpel Thrust), or preemptively stuffed with a well-spaced Love bag (j.P) -Elk Hunt goes under f.S and 41236S, but loses to Faust's 2K FD cancel j.K or 2H What tools you shouldn't use, or use sparingly against him Faust's efficient moves against Sin and Sin's possible answers -f.S,41236S and 2H can force Sin out of his ideal range. Sin can Elk Hunt(236K) under f.S and 41236S -Item throws along with the aforementioned tool will force Sin to be very careful wih his approaches. answers depends on item thrown -Faust air normals with/without FD cancel will force Sin to focus on ground game and punish him whenever he takes the battle to the air. Sin can air 236H through Love bags, What tools you shouldn't use or use sparingly against him -Offense/Defense discuss what works or doesn"t work for Sin against Faust when pressuring or on wake-up, and Faust's defensive options that are useful in this Match-up -Sin can use his high/low mixups quite freely against Faust because of his poor defensive options. In return Faust can AA Sin easily with his moves discuss what works or doesn't work for Chipp against Sin when pressuring or on wake-up, and Sin's defensive options options that are useful or in this Match-up Misc Info Faust crouching animation forces Sin's 6H to whiff
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This is the thread to discuss about the Sin vs Bedman Match-up. A quick overview will be made available once players from both sides give sufficient info Sin vs Bedman -Round start -Neutral Sin's efficient moves against Bedman and Bedman's possible answers What tools you shouldn't use, or use sparingly against him Bedman's efficient moves against Sin and Sin's possible answers What tool you shouldn't use or use sparingly against him -Offense/Defense discuss what works or doesn"t work for Sin against Bedman when pressuring or on wake-up, and Chipp's defensive options that are useful or not in this Match-up discuss what works or doesn't work for Bedman against Sin when pressuring or on wake-up, and Sin's defensive options options that are useful or not in this Match-up Misc