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Everything posted by Giggles454
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Giggles454 replied to Ventus Tatshima's topic in Sin Kiske
You can just do 6H into whatever. That's what I do. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Giggles454 replied to Ventus Tatshima's topic in Sin Kiske
It depends mainly on how close the opponent is, in order to get the clean hit of the 623S. In the second instance, Zadi anti-aired with a 6P before the 5S>5H>6H increasing the pushback, whereas in the first, it was just 5S>5H>6H. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Giggles454 replied to Ventus Tatshima's topic in Sin Kiske
Yeah, check the Wiki. There's a lot of great info; I've definitely lost track of time reading all the stuff there:) -
With Stun Dipper, IB the 2nd hit and punish with 6H for whopping damage.
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- When trying to low-profile Ky's DP in order to make it whiff, I've found that 2S actually works better than 2K or 2D. - If the Ky player relies on "physical" meaties (eg 6H) rather than fireball meaties for Oki, 623S>236K should work often to flip the situation back into your favour.
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Hey, Sinners, here's the grand final set from our South Australian monthly 2 days ago that I'd like to submit for critique. I was in winner's side and after a bracket reset, switched from Millia to Sin. Upon rewatching this set, some 'bad eats' definitely got me hurt a few times. Sorry that it's a big twitch archive btw This is my first GG so I'm sure a lot of the issues are GG fundies and matchup related. http://www.twitch.tv/safgc/v/5124416 3:20:30 is when the bracket resets. Thanks in advance!
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Giggles454 replied to Ventus Tatshima's topic in Sin Kiske
Great job on the wiki, whoever wrote all that stuff down the bottom. Very comprehensive. -
[Corner, Crouching] 5B > 5C > 6C> 6D > j.C > j.214C > 5C > 5D > 236D > 2C > 5C > 5D > 623D >> 236C >> 214D (5018)
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Yea, you still do 5B > 5C > TK j.214C. It's just that, the important part is the dash 5B.
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j.214B >> dl 214D* The TK belial is a bitch to do. It seems that you can do it after an air or ground gauntlet hades. The trick after the 214D is to dash 5B and have the 5B hit quite low, so you want the opponent to be as low and as close to you as possible.
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Ragna and Kokonoe are the only characters with 6A that have head invul from frame 4 onwards. Therefore, if you predict wolf 5C > j.A, you can 6A and get a counter hit. Jumping around in neutral with j.C will prevent Valk's air approach somewhat and restrict him to staying on the ground. Play the ground footsies game, balancing your superior range with his superior speed. (Remember, he can't block:) ) Anytime Human Valk uses a special and cancels it into a wolf dash, you can 6A it on reaction. If he tries to antiair you with Wolf 5B, don't forget your Belial Edge to delay your descent.
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This may be a tad harsh, but: - Your entire gameplan seems to be throwing out C Megido and praying that it hits. Not only is this punishable on block, even when it hits, you use pandora missiles for Oki. Think how much extra Orgia gauge you have to spend to boost back in every time you use the missiles. - This follows on from the previous point, but be mindful of your orgia gauge and really try not to overheat. - Why do you use the machine gun up close so often? When in orgia mode, you can boost cancel your normals for a high / low mixup. Using the machine gun gives very little reward on hit and leaves you with extremely limited option afterwards. Here's a simple mixup: 5B boost j.B (High option) OR 5B Sweep (Low Option) - When you land a hit in orgia mode, try this: 5AA j.C 236D. It's a very basic combo with decent damage. After it hits, there's no need for the missiles, just jump straight up when you see the opponent land from the megido blast and come down with j.B. This will prevent reversal attempts from the opponent.
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Try approaching from different angles. You have all that air mobility, use it. As long as you have the pin, it shouldn't be too tough to get in on Elphelt
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Does May have a faster wakeup timing than most characters? she keeps jumping out of my Oki
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Does May have a faster wakeup timing than most characters? she keeps jumping out of my Oki
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What I found to work was jP jK jD IAD jP/S jH
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I'll translate the best ones.These can only be performed with opponent in Hellfire state Corner(100% Tension) 2HS>JK>JS>JD>IADF>JS>JHS>Pin>RC>Activate IK > IK Midscreen(100% Tension) Throw>RC>Activate IK>Microdash IK
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Yea, you can't throw during dash frames as stated by the above posts. Exactly why you cancel the dash frames with the Faultless Defense.
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Punishes - If Tsubaki does her air fireball try and run under and D DP. She can't block and is in counter hit recovery all the way down until she lands, so get that fatal. Even if you hit her and the fireball, you should recover in time to continue the combo.
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You can do block/throw OS. 1ABC when you're waking up will throw him if he dashes through you
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Ragna Critique and Self-Improvement Thread
Giggles454 replied to Bandit Revolver's topic in Ragna the Bloodedge
https://www.youtube.com/watch?v=-rFSz1dQZ3U Long set for grand finals with a bracket reset. All critique appreciated:) My opponent usually uses Valk but played Azrael that day, so I was pretty bad at punishing the backdash... -
Ragna Critique and Self-Improvement Thread
Giggles454 replied to Bandit Revolver's topic in Ragna the Bloodedge
- Use belial edge if he's waiting to wolf 5B you as you're falling. - Try punishing blocked beast cannon with 5B -
Me please:) Skype: o0ogiggleso0o
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If you don't tech, assuming 2D hits early enough to yellow beat, it wouldn't freeze since the freeze was already used in the combo.