Jump to content
Dustloop Forums

Zephyrion22

Members
  • Posts

    331
  • Joined

  • Last visited

Everything posted by Zephyrion22

  1. the 236D is most likely a 236H As for the combo for 236K most of them are easy but if you want a quick and easy confirm you have this 236K CH>short dash (if needed)>c.S>5H>6H>jump cancel>j.S>j.P>j.S>double jump>j.K>j.S>j.6H>j236H Pretty much the easiest and most stable route you can have ! just input everything quickly, and it should work against almost every character/ weight class if you're close enough !
  2. http://ggxrd.com/pg/ranking_view.php?mode=exe&type=psr_rank It's all Japanese, but you can stumble your way to check the danisen for such or such character. Ranks are not everything but you get an idea of what the leaderboard looks like !
  3. Just a note here : you can make Kabegiwa one of the notable players (until he goes back to Johnny in Revelator) and you should really check on how he manages the neutral game : He is currently the third ranked Sin after Zadi and Dogura (GAKU doesn't play much in arcades so he is kinda an exception) so be on the watch for footage of him. If you never saw him here are links to his matches ! http://www.dustloop.com/forums/index.php/topic/9873-xrd-sin-video-thread/page-4#entry917307 Also, asked Muumen for some info about the mysterious Sin, and he was completely unknown at Sasashima, so it'll probably be hard to get more footage on him, let alone find a player handle since there is no info on his Nesica card, except the fact he is not Tokyo based. If you stumble across anything, though let me know !
  4. just pointing out a few air throw rules : -you can't throw during an airdash, hence the reason 8 way dash FD cancel is a good addition to Bedman's game, even if it's finnicky to use : it means he can kinda throw people while retaining his mobility. Also airthrows have distinct over other air normals since they are 0f, and lead to a solid and exploitable knockdown, which is not always the case with Bedman's air combos because of how unstable they are. - air throws catch range are finnicky and depend on your character, but they all catch people right around torso/shoulder level,whether they are in front of you or behind you. So if you want to airthrow them reliably, you have to be sure they aren't any lower than the vertical range at which they work : Bedman's airthow range is a bit less than average, but still catches from quite far horizontally (j.P 's max range minus an inch) So ultimately, as long as you mind the fact they are above you, it's a good option, especially since j.S is a bit slow and all of his other air normals go below him. once you get a hang of air throw range it becomes a lot more dangerous to play the air game against Bedman !
  5. if you mean rising j.H into j.S, as Dreiko said, it's just j.S into j.214S, you just need to be very quick on the RC and mind the character you're facing ; characters like May are harder/impossible to hit with the j.S more importantly, yeah the Voltic Dein throw setup Dreiko mentionned is kinda gimmicky, but then what ? people shouldn't underestimate gimmicks : having a few tricks up your sleeves can win you some matches, and even if they only work once or twice they're there and they work ! and honestly when you do your VD setups right, nobody expect the throw at first, being focused at blocking the stuff that is coming at them, so securing a match with it every once in a while isn't bad idea. Nice finding Dreiko !
  6. This is simply due to the proration nerf Sin received on most of his starters : as a consequence, combos scale faster, and the gravity comes into play sooner : fast confirms like f.S>236K>R.T.L are still the same but putting any move before or after the 236K will often make it tighter. As for combos, on lighter chars Dogura did 623S>214S>236(H), but settles for 6P>623S> 214S on mid weight chars (which is extremely tight) so I guess that's mostly what we can do for new combos, I'll wait to see more Sin incorporate this into their gameplan and see if they optimize this further before updating anything ! they deal a lot more damage but Ww need to check whether they are consistent or not first ! Also saw this nice mixup from Sasashima Freeplay's mysterious and cool Sin : blockstring into jump cancellable move> IAD>j.H cross-up/non cross-up>j.D> RC during the first frames of J.D startup to get the fastfall>(j.S)>j.6H>2H> usual critical combo routes This can deal over 200 damage on perfect confirms (this is a lot harder to do than it looks) and seems to be a really good mixup when unexpected. It's one of his few mixups which is legit hard to block, which is a blessing for Sin, even if this is somewhat expensive to do ! EDIT : after testing, you need to delay your airdash and get j.S>j.6H on Chipp and Millia . You can't confirm this mixup properly on May and Faust so don't use it against them. works fine on the rest of the cast
  7. This is some useful feedback, I also thought the combo section was somewhat jumbled , so I made a simple difficulty notation to make it cuter and hopefully easier to navigate ! : You can get by with the Easy and Moderate combos, they cover all of the classic situations, and you can learn the Hard and Very Hard confirms later !
  8. Here is Mikado's weekly batch with our favourite Sin players ! Very solid play from Zadi this week ! Mikado 3on3 2015/6/13 Gaku(Sin) vs Taka(Slayer) JUN(Millia) vs Zadi(Sin) Kiisha(Faust) vs Zadi(Sin) Sanma(Venom) vs Zadi(Sin) Isa(Elphelt) vs Zadi(Sin) Karinchu(Milia) vs Zadi(Sin) Also buckled up this W-E to timestamp the horribly long Sasashima freeplay archives : Mostly did it for this mysterious 4th dan Sin with a good win ratio and overall solid play ! Sasashima Leisureland Freeplay [2015/06/04] Sin vs Muumen(Leo)(1) Sin vs Iwao(Elphelt)(1) Yumitarou(Sin) vs Iwao(Elphelt)(1) Sin vs Iwao(Elphelt)(2) Sin vs Muumen(Leo)(2) Sin vs Iwao(Elphelt)(3) Sin vs Muumen(Leo)(3) Sin vs Iwao(Elphelt)(4) Yumitarou(Sin) vs Muumen(Leo)(1) Yumitarou(Sin) vs Muumen(Leo)(2) Yumitarou(Sin) vs Iwao(Elphelt)(2) Sin vs Iwao(Elphelt)(5) Yumitarou(Sin) vs Muumen(Leo)(3) Sin vs Muumen(Leo)(4) Sin vs Muumen(Leo)(5) Sin vs Muumen(Leo)(6) Sin vs Muumen(Leo)(7) Sin vs Tenkyou?(Ky) (needs confirmation for the Ky player's handle) Sin vs Iwao(Elphelt)(6) Sin vs Iwao(Elphelt)(7) Sin vs Tenkyou?(Ky) Sin vs Iwao(Elphelt)(8) Sasashima Leisureland Freeplay [2015/06/07] Sin vs Ky Sin vs Ky Sin vs Sol(1) Sin vs Sol(2) Sin vs Sol(3) Sin vs Sol(4) Sin vs Sol(5) Sin vs Sol(6) Sin vs Sol (7) Sin vs Sol(8) Sin vs Sol(9) Sin vs Sol(10) Sin vs Sol(11) Sin vs Sol(12) Sin vs Ramlethal
  9. Well, Dosu seems to be learning Sin, and using R.T.L*3 correctly according to weights and getting the link might be hard when you're not familiar with the char : Slide RC combos are a lot easier to implement in your game, because something like 236K>RC>6H>623S is easier to do. But I agree that once you're used to the char, R.T.L confirms are overall better so if you have time to spare in the lab once you've mastered the former combos, learn them ! Sin is really different from Elphelt in the way you build your combos : so you should try to change your mindset when it comes to combos :Sin is not really into air combos and launching, because you have specials canceling into other specials : to keep things simple, He has roughly three types of combos you need to learn : -Basic ground confirms (those you get really often) where your goal is often to score a knockdown into eat after you did a a ground string on a grounded opponent , typically with 236K or 236K>236H. -"Counter confirms" When you either anti-air an opponent (6P, j.P/j.S) and end with an air chain or hit them with a counter move that will juggle them for you to start a ground chain followed by an air chain (236K CH, 214S CH,6H and others) - RC/punish confirms : It's the combos with 236S(crit) >214S, typically when you have meter to spare or when you want to punish a DP. After you've learned those and understood how the characters' combos work you can learn harder confirms to get optimized knockdown/damage and adapt your combo sections to your needs, Ultimately, learning to optimize your combos by reliably doing the 623S routes in every situation it is possible to do so is a must ! Also there are dust confirms on the wiki, they are listed as 5D> Homing Jump : simple meterless variant is the midscreen one, and you have a bit harder and costly but efficient variation in the midscreen to corner version
  10. Time to study the I-no matchup ! J.T played Sin Bedman, Millia and Zato while Koichi played I-no and Elhpelt ! 2015/06/09 Koichi vs J.T Netplay matches J.T(Sin) vs Koichi(I-no)(1) J.T(Sin) vs Koichi(I-no)(2) J.T(Sin) vs Koichi(I-no)(3) J.T(Sin) vs Koichi(I-no)(4) J.T(Sin) vs Koichi(I-no)(5) J.T(Sin) vs Koichi(I-no)(6) J.T(Sin) vs Koichi(I-no)(7) J.T(Sin) vs Koichi(I-no)(8) J.T(Sin) vs Koichi(I-no)(9) J.T(Sin) vs Koichi(I-no)(10) J.T(Sin) vs Koichi(I-no)(11) J.T(Sin) vs Koichi(I-no)(12)
  11. Ehe don't worry I've got that covered in the wiki as well ! I'll elaborate a bit though. If you're talking about corner VD setups, you have a lot of options Best is always the low option for easy damage and knockdown (2K for speed, 2D into 623S(crit) for damage) after rising jH, just going for either a deep falling overhead or a low is already hard to block. There is also another layer you get by replacing the low by a jD under the cover of Voltic and from there go for 214S>5H routes.you can also go for IAD routes : It's generally better to go for jK>jS>jK and stick a low/j.D after any of the air hits. Even though VD blockstun should have ended by then you can also attempt a high/low after the last j.K. If you have meter to spare at that moment, you can blow it on rising jH for the kill : somebody who has blocked all those overheads will reasonably go back to crouching ! Cross-ups are generally not recommended for the corner VD setups, simply because you lose positioning, damage, meterless confirms and overall combo stability compared to non-crossup mixups that are as hard to block while being more damaging and keeping them in the corner. you do have cross-up IAD options after j6HS but since the opponent isn't in VD blockstun, he doesn't have to respect you anymore ! You should save cross-up/non cross-up for midscreen VD setups though, they really shine here !
  12. If you're beginning with the character, I've written a basic guide for Sin on the wiki. If you want to upgrade your combos you also have this ( 1.0 combos but most of them are still valid) https://www.youtube.com/watch?v=j0gsL4ynXWY still hoping for a recent gameplay tutorial !
  13. You can OS with a backdash as well, but the issue with Sol's DP is not that it beats Sin's invul frames : The true problem is that it is so fast that it will catch you if you didn't perfectly time your OS to do a DP/backdash as soon as you land .Any mistake in the extremely tight timing will result in you eating the DP, so might as well play it safe. Chipp's Beta blade is somewhat of an issue too, but the OS works better on him if you properly space your safe-jump so that you don't get hit by the first active frame. Even Judge better half (Elphelt's OD) is not as much as the problem as Sol's DP : the superflash will eat your input and result in a normal safe-jump, like all the other cinematic ODs out there,and all the other classic DPs are relatively easy to beat with the OS due to their slower startup. To sum it up, Volcanic Viper is yet another Sol exception xD
  14. Ask and you shall receive ! GGXRD MUNDAY Netplay matches : with approximately one hour of.... Dogura(Sin) and Efute(May) vs 1 Sol, 3 Elphelts and 1 Chipp Elphelt vs Dogura(Sin) Sol vs Dogura(Sin) Elphelt vs Dogura(Sin) Elphelt vs Dogura(Sin) Sol vs Dogura(Sin) Elphelt vs Dogura(Sin) Elphelt vs Dogura(Sin) Dogura(Sin) vs Elphelt Dogura(Sin) vs Sol Dogura(Sin) vs Chipp Dogura(Sin) vs Elphelt Dogura(Sin) vs Chipp Dogura(Sin) vs Sol
  15. Guess he just switched to the better chara ! Unfortunately he is not Mikado based, so like Kabegiwa it's hard to find footage of him ! Godsgarden player vote is on and he is in the member list, so give him a vote if you want to see him in action ! Here is Sin footage from Mikado 3on3 2015/6/6 Umecha(Sin) vs Tomo(Leo) Hato(Sin) vs K(Sol) Hato(Sin) vs Satou(Millia) 0(Sin) vs Satou(Millia)
  16. This is a matchup in which you'll have to be very patient, as both characters can't approach the other unless one does a mistake -Don't grow impatient when dealing with his 236P/j236P : eating it means he can start his offense and get is okizeme going, and you're not going anywhere against his plethora of safe-jumps. You can jump/leap over the head, Beak driver it to cancel it while hitting Bedman if he follows it, and sometimes Elk Hunt under it. Just get sure you're not getting blown out by is 2/3H for doing so : blocking/dodging the head fullscreen will just allow him to get a few inches closer,which is not that bad, so play it safe most of the time - If a replay sign is near try to erase it if Bedman is not there to protect it. If it's farther away you don't need to go near it and can let it expire (aside from the 236x series, his signs don't hit that far away from him. On neutral, replays can be annoying, but they will never give him a good edge over you since they are relatively slow. -Punishing his counter dash is finnicky, especially now that he teleports farther away from you. On VD you just need to learn the proper timing to do so. if he goes through something like Beak driver, don't hesitate to use your meter to make yourself safe ! -Task A' mixups (teleport head) are manageable if you understand how they work : here's the gist of it : Bedman teleports at the place the head hits : if it hits your back, he'll get behind you, and if he hits you on the front, he'll teleport in front ouf you. This means that once you get used to it, you can tell where he'll land. Even if Task A' is +8 he'll have to leave a hole in his pressure if he wants to avoid triggering cross-up protection, and that means an occasion to DP/blitz/jump out/ backdash ! -If you manage to get a knockdown, rush him down like crazy. Bedman's defensive tools, aside from his backdash, and incredibly risky forward dash (if you call out one of them, 2H/2D punish it) are really limited, and his 8-way dash doesn't allow him to get out easily. On top of that, a lot of our normals have better priority than his, so all of our + on block tools really shine here, Since special cancels won't be needed as much, you can crank up RISC relatively easily without spending too much calories ! All of this also means more opportunities at getting mixups and scoring a knockdown, which lead to more pressure opportunities. That's really the gist of it : rock solid patience. Inch slowly towards him and get some hits( you don't even need your bigger combos ) : Get the life lead and lame him out and force him to take risks to get on you to increase your life lead ! If you get your knockdown, make him yield with your pressure options to make sure he won't have any opportunities to run it back ! Just avoid rushing carelessly or taking unecessary risks, as Bedman is quite good at capitalizing from your mistakes !
  17. Probably Sabamiso, who was a 17th dan Bedman a few weeks ago ! As for the best Bedmans, can't really say, there are those one and Chou, and probably others that we just don't see because they're not streamed or stuff !
  18. 2015/6/4 Mikado single tourney Gaku/Ika (Sin) vs En(Slayer) Gaku/Ika (Sin) vs Hiraoka(Ky) Gaku/Ika (Sin) vs Mugen/Mocchi (Sol) first handle is the one by which they are recognized, second handle is the one they use for the tournament !:
  19. In BBCPEX, 236A is projectile invul only and 236B is mid invul only, so now we have to choose carefully which Vivace to use !
  20. Here is a classic Safe jump OS that I saw Chonari and a few other JP Sin use safe jump j.K/j.S > quickly buffer 623S while still in the air>5K/2K/whatever If done right, it will give you j.K/j.S into pressure on block and will do a DP on whiff. note that Sin's invulnerability causes all of the classic meterless DP to either clash(if you're not lucky), or get air countered into whatever confirm. It is tighter to do against Sol's DP because of it's stupidly fast startup, and might or might not work against some supers ( generally the very active and/or invincible ones : Ky's R.T.L, Ino's Longing Desperation and others) so it's better to go for a normal safe jump in these cases. This OS is generally useful to deny them the option of DP RCing, or for the times you fear to have miscalculated your jump-in and want to avoid getting thrown or mashed out for whiffing it the mirror to this OS is safe jump j.K/j.S>quickly buffer S while still in the air>5K/2K/whatever this one is easier and more useful against characters without good meterless DPs, as it denies them the option of backdashing : you can confirm the punish into 236H or 5H depending on positionning and distance. You can also replace the f.S by 236H for bigger damage, but you'll have to do your safe-jump normal below j236H's minimum heignt to avoid whiffing a j236H in front of them
  21. Team Sin (Umecha Hato, Etarou, 0, Gaku, Zadi) vs team Axl ( Yaxl, Yosuke, Kakkou) x 2 https://www.youtube.com/watch?v=2hG84-JPleU
  22. Regarding 6H I explained on the wiki that, Like Elk hunt,2K and 2P, The advantage is not good enough for you to always go for pressure resets. for example, Venom's 2S is 6 frames, so it will beat your + 2 if you go for your 9f moves. same for Elk Hunt 2P or 5K because against Sol's 5K is 3 frames for first hit and 5 frames for the 2nd, so it will likely trade or win against your options. They can also easily jump away/backdash in the "at least 3 frames hole" between the 6H/236K and your next hit, or just straight out DP you. Here is the thing though, Elk Hunt is special cancellable and 6H too ! Are they looking to blow your 6H because they know they can ? Throw your Elk Hunt cancel, get your counter get your almost 200 damage and see if they continue doing so ! are they looking for the jump-out ? Leap or Bull Bash them ! Do they want to backdash ? Kill them with Beak Driver ! Every option I mentioned means a guaranteed refill and possibly big damage and good positioning ! Never forget, frame advantage is rarely ever meant to be used for pressure resets only, especially in Sin's case : it is meant to be used for conditioning, as it reduces the number of answers they have against you, and let you take advantage of this. You need to first earn their respect with good reads and punishes, and use pressure resets only when you've made sure you scared them from doing anything that isn't blocking. Of course it's harder to do so with low food meter, so if you feel it's not worth pressing your advantage, you can just use this frame advantage to go back to neutral with a little edge over them. Just backdashing after 6H/Elk Hunt and see what reaction it triggers will definitely help you get more openings, which means less calories used in pressure and more occasions to eat up !
  23. Nice advice here, just adding there that bursts are kinda slow in GG, so if you know their burst habits ( like do they burst early on in combos to avoid damage, or burst at a specific point in your combo to force you to RC to bait it, or do they burst late to force you to stay at a low calorie level) you can bait their burst in various ways : you barely have time to react to their burst gauge depleting and inputting your guard/jump cancel guard or RC guard to kill their burst and either get optimal confirms for free on early bursts, or get your knockdown and refill on late bursts. Of course, if they get unpredictable with it, might as well play it safe with smaller combos into pressure. I feel the same about Sin's DP. If you REALLY REALLY need to DP without having a lot of calories though, you can spend your meter and do 623S>RC hold 4>2D>hold 4 214H> this will kill bursts that are not specifically timed to beat it, and even if they do burst right, you won't be in trouble because of being low on calories, and if your DP is blocked, it's your turn to pressure. It's only trading calorie meter for tension though, so I don't really recommend it unless you don't see another solution available. To answer the question about the setups I posted, they do work off Leap K, but the different wake-up timing means you'll have to play around both your Leap directional input and airdash and YRC timing. microdash jump only requires you to time the airdash correctly !
  24. Just saw that nobody got back to you yet, so I'll give it a go. I'll give overall impressions but if you want more specific advice, feel free to ask ! The Good -You have a good grasp on how to cover space with Sin - Generally, you make good reads on defense (Nice DPs there !) and on offense (baiting throws with DP, calling out jump-outs) - even if you dropped, you showed you knew your confirms ! -Nice use of jD mixups. - You have good skills at adapting between matches and trying things to counter your opponent, which is great ! Things to improve - Food management : nobody can be optimal on this because things happen in matches : However, you should never eat at your opponent's face : either try to eat after a max range Beak Driver, preferably with YRC cover, or try to get a basic knockdown with 2D/236K to get your fill YRCs : mostly a consequence of food management, but some YRC didn't grant you much, or were a last resort to avoid getting punished for refills. Optimizing your meter usage will allow you to FD more/use Overdrives and Dead Angles when needed ! - Careful about Beak driver's use : this move is good but you need to use it when you're sure the opponent will block it. you got whiff punished quite a few times for this -You need to be more conservative on defense, especially against Sol and his frame trap galore. you should only mash if you really called out something incredibly obvious, otherwise it's always better to FD/Fuzzy jump. - You'll have to use more safe-jumps and bait/staggers. It's not always good, but it was in this situation since the Sol player kept disrespecting you. -Generally backdashing a bit too much (I do too, xD) our backdash is godlike, but it still makes us lose some momentum we could have used better. The Sol player caught you up on that in the later matches. - Punishes I think this was the turning point in those matches. A lot of missed punishes gave the Sol confidence to disrespect you. Had he eaten the damage of full punish combos more often (you showed you knew the combos) he probably would have calmed down a bit ! Overall, I'd say well-played ! You showed you knew the basics of the game, with a great mindset. The "things to improve" part might seem big, but I honestly think you can fix all those quite easily, as you look like an overall solid player ! I'm eager to see your improvements in the future !
  25. Mikado Masters GW 2015 Same Character team : Team Sin (Hato, Umecha, Etarou, 0, Gaku Zadi) vs Team Sol (GA,Shaka, Sanagi, Maruhan, K, Roi, Mugen) Not giving the exact MU log to avoid spoiling for now, I'll timestamp it later ! Team Sin vs Team Sol
×
×
  • Create New...