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Everything posted by Valas Phoenix
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Valas Phoenix replied to Ventus Tatshima's topic in Sin Kiske
Ok, thanks for the detailed explanation, there is no point into exploring that if I think about pros and cons on crossups in the corner when you really have enough options to do something more useful to Sin's game already. I'll practice with Midscreen VD once more, even if I really don't use it outside of training mode yet (it's more like a habit that anything else xD). Thanks for the effort on the wiki anyway, It's really resourceful -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Valas Phoenix replied to Ventus Tatshima's topic in Sin Kiske
What do you fellow Sin players do when an opponent guesses right the rising JHS in the VD set up? I'm trying to add the delayed airdash JS>J6HS to my game, from there I can either try a cross up (but I'm still working on that since I don't want to spend 50 meter after the 50 meter VD :| I find doing J214S really fast works even better than iad JHS since it's also visually misleading, the only problem is if it's done fast enough to be misleading you won't get a combo 'cause the opponent tech before you land on the ground and jump again) or do 2K>2HS and go for high/low ecc The matter is, are there even better routes after blocked JHS? also, has anyone found some iad/jump crossup corner starter that lead to any kind of meterless combo>knockdown not in CH? -
214S should be used when he does IAD stuff (from quite some range, otherwise AA does the trick) or when he tries to get out from the corner. On the ground I prefer to use beak driver or beak driver>I'll hit something anyway (and even vs airbourne I often use TK Beak Driver to catch him if he press buttons to get nearer, if you're far enough you get a CH wallbounce combo). If you want to use 214S on the ground vs ground I suggest you keep 25 tension bar, just to YRC it if something doesn't go well. For the air vs air I either use 236HS, JP if he is too close, or air Voltic Deign if I feel he's going to press something no matter what when he gets near.
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I'm having fun with spacing specific stuff midscreen 214SCH>236[HS]>RC>dash>236[HS]>2366[HS]>2366[HS]>214K>6>JK>5cS>5HS>236HS (7000 Cal required, 305 Dmg on Sol, 50 tension bar required) You have to input the second 236[HS] before the dummy sticks on the corner, otherwise it will whiffs, probably you can add a third 2366[HS], I'll see it later
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Valas Phoenix replied to Ventus Tatshima's topic in Sin Kiske
To gain respect you should: -Do unpredictable things -Punish every attempt to DPs, mashings, wake up throws ecc -Convert properly some damage from any starter if you have the possibility to do so -Put on the line your Range, is one of your strong points after all -Burst bait them and punish them Show your opponent you know your stuff by doing all the above things properly most of the times, if you do so you can probably gain respect, if the opponent knows the match up is easier/harder up to his personal experience (that's why Sin vs Sin can be quite difficult to play if you're on the same level). -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Valas Phoenix replied to Ventus Tatshima's topic in Sin Kiske
@chzchan, I suggest you pick some of your matches and post them in the gameplay critique thread, it's much more easy for us to give you advice based on what we can see rather than what you tell us from time to time I mean, from what I can see based on your questions it seems you have difficulties in managing your Cals when you are at 5000 cal and below (5000 cal are enough to play and go for a knockdown or get enough space to eat most of the time anyway) and other issues with bursts, normals. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Valas Phoenix replied to Ventus Tatshima's topic in Sin Kiske
Well, usually they give up bursting on that when they get huge damages from certain starters and burst on those (2HS, 5D in the corner, 214SCH>236[HS] in the corner ecc), if they want to play it smart you just have to wait to use big consuming combos, if you watch J.T. you see that you can also win without doing 8000 cal combos, and that's probably one reason he doesn't do flashy things as much as before. If you can't use your DP because you're too low on Cal to get a knockdown>214HS, don't use it, barrier>2S>236k works, find an opening and grab them when they get near, try to jump out from the corner or backdash on certain moves, AA them properly when they try some jump in or airgrab them, use the blitz shield. I'm not relying much on Sin's DP most of the time anyway, I either try to block/backdash properly and find some openings. -
Restands aren't bad, but I usually go for them if I do something like a basic corner confirm from JD, like JD>J214S>JS>JS>J6HS>J236HS (2000 Cal), after the air ender eating isn't good so I usually go for 3K and here I use 3K>214S or 3K>236K. 3K>214S is a decent thing on certain characters like Sol, Sin, Axl, Slayer and others since it's a overhead that hits them as soon as they wake up, on others whiffs (Chipp). On normal hit I usually go for 214S>236K>236HS and then eat, on CH I'd try the loop 214SCH>236[HS]>2366[HS]>2366[HS] ecc, if the opponent try to BS it 214SYRC and I get a 236K CH corner combo. 3K>236K is the other thing I'd do, you get into the grab range quickly (grab), you can bait Dps, you can JD them or 236k yrc and try a 2HS>anything that you can do after. Out from Dust in the corner I'd try either the full 2366[HS] loop or 236[HS]x3>Voltic Deign, from grab>RC at least 4 hits of the loop, after that just eat since 6000 Cal aren't "much", you do anything , like 236HS>236K and you're already at 3000 Cal (can't do any special>special cancel unless you RC it ecc) and god knows when you're able to eat again against some characters (Chipp?), better safe than sorry
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If I recall correctly you have a good Sin with some "weird" air combo with K (that's cool I go for the easy undroppable stuff JS>JS if i'm doing air finishers xD), we played some mirrows recently. On the maches in those videos you pretty much figured all the things you had to correct/improve, so I'm just answering to the Calories management part. I wouldn't spend 7000 Cal doing 236HS>236K>236HS>214S on block (I saw this on the Ky match). you're keeping the opponent there but unless you fish some CH using 214S>YRC that's quite dangerous since you're literally burning your gauge without making progresses in opening up a defence, a blitzshield on 214S and you'll have to defend after with low Cal after a combo>knockdown. I found myself in some tough spots as a result of dropping some 236HS corner loops or wanting to end some wallstick combos in cool ways (iad JK>JS>JK ecc), and you did pretty much the same against me xD I'd suggest to take less risks if you're not really confident on difficult routes. I'm not saying you're not capable to do this and that, I'm saying that of all the combo you can drop those are deadly, you're consuming much Cal and you can't afford to end those combos with drops, 'cause you're putting yourself in a difficult spot with low calories for the loop, or you're missing a safe 214HS with a dropped iad JK>JS>JK loop. Apart that, you're the best Sin I've met online so far, so... chapeau!
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Valas Phoenix replied to Ventus Tatshima's topic in Sin Kiske
I'll add this: you can't rely on it when you're in the yellow zone of the food gauge unless you get a CH on a flying opponent or you have 50 tension bar. His DP isn't always "available" (it is but you'll get the long recovery after running out) and I believe that is quite a handicap. If I don't consider the food bar, Sin's DP is fine, because you can special cancel it on block and that's something every character with a DP would love. -
Ok, like this the voltic deign "midscreen" set up is universal: 2K/5K>5S>5fS>236HS>236K 236236P In order to make jHS>land>any follow up works you have to avoid reaching the corner, because you're using the back part of the hurtbox of the superball, if the dummy stops at the corner voltic deign is goin past him and you're not going to continue the combo.
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I've found out that on Sol is possible to do a midscreen voltic deign set up after elk hunt https://www.youtube.com/watch?v=2Iy0WcqKM4k I'll check if it works also on someone else Edit: it also works as a midscreen combo ender, 2K>5S>2S>236K Voltic Deign >rising JHS ecc
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Valas Phoenix replied to Ventus Tatshima's topic in Sin Kiske
After "falling" JD CH corner you can do 623S>214S>236[HS]>2366[HS]>236[HS], if you have meter set up 236236P and then Rising JHS>delayedJ214HS>5HS>IAD>JK>JS>JK>5HS>IAD>JK>JS>JK>5S>5HS>IAD>JK>JS>JK>5HS>214HS, you're doing 430 dmg on Axl if you're able to pull off both Messing a bit with jump install, you can try to do these on block, 5K>5S>8>5fS>236HS(1Hit)>214K>JS>JD>JD\2D, I'd use it if I had 50 tension bar to either punish any AA or converting damage from the second JD, if they press something you have a full combo out of the first JDCH anyway. Try to do JS as low as you can to have JD really close to the ground, that way is hard to tell if you're going for 2D or JD again. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Valas Phoenix replied to Ventus Tatshima's topic in Sin Kiske
1.1's 236K CH on Women (and probably light weights) allows 6HS as follow up now, quick combo midscreen I've been trying: 236KCH>6HS>623S>214S>236[HS]>214K>airdash>JK>JS>JK>5HS>JK>JS>JK>5HS>214HS (215 on I-no, 5000 Cal) (Works on I-no, Ramlethal, Millia, May, Elphet, others to verify). I like the changes so far, loosing the retarded 236K>236HS(1hit)>236K>236HS(1hit)>214HS is a pity but overall I think he got some serious improvements. Edit: no light weights, only women -
I don't think bull bash is so effective... When I played against Sin as Zato I used to do Break the Law YRC on bullbash to pass under safely and punish it with 22HS, then I had enough time to summon eddie from the pool and run close to start my pressure game. It's almost like you're giving him a free knockdown once Zato knows how to deal with bullbash, he could also just do blitz shield>22HS>summon eddie. Keeping eddie safe from bullbash isn't so hard either for zato, he can just press 4HS+another button to blockbarrier while he's sending eddie under bullbash safely, then he can do mawaru>22HS and close the gap. I'd suggest you use bullbash only if you have tension to YRC it, that way you're safe and you could also catch eddie or zato with beak driver if he's getting close, otherwise it's a risk.
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Hi there, I've watched only 2 matches, but so far there are some things I'd change in terms of combos and in terms of gameplan. in terms of combos you had good opportunities to do huge damages, some of them were difficult hitconfirms while others might have been exploited better. In terms of gameplan I see you often end easy confirms with 236HS(2Hits), I would suggest you to use 236HS(1Hit) and then cancel it into hop/214HS, you're keeping the opponent within your normal range, so you can harass them with pokes or get closer with hops and 236K. Also, try to add more stuff when you try to hit someone, like blocked 2HS(2/3Hits)>JD/236K, 5K>3K>6HS>JD/236, JS>close to the ground JD and then JD>236236P or 2D>236K ecc, more stuff you do, more difficult is to predict where you're aiming. I hope you get something useful from my critic https://youtu.be/8x8At44MOmY?t=372instead of doing 2S after 5S I'd do 236k>236HS on Ky, and 5S>236K>236HS(1hit)>236K>236HS(1hit)>214HS on everyone else https://youtu.be/8x8At44MOmY?t=403you were too far for a wallstick with 236[HS], on that 214S CH I would have done 214K>5S>5HS>6HS>JS>J6HS>J214S>J236HS, 226 dmg on Ky 300 Cal, or 199 dmg 1000 cal if you just do 236HS after J6HS https://youtu.be/8x8At44MOmY?t=406this 2D could have been exploited better on that distance from the corner, 2D>236K>623S>214S>delayed 236[HS]>236[HS]>214K[6]>JK>5HS>214HS, 218 dmg I see that you use 236HS(2hits) often after a 236K, I'd do 1 hit and hop/214HS, I'd like to keep my opponent within my normals/specials range instead of launching them away, https://youtu.be/8x8At44MOmY?t=420JS>236236P, or JS>J236HS>R.T.L., you had enough tension to win the match https://youtu.be/8x8At44MOmY?t=4832P>2K>2S>236K>236HS(1hit)>236K>236HS(1hit)>214HS, you're eating anyway and you're keeping Millia within your range doing more damage https://youtu.be/8x8At44MOmY?t=492the same, more damage out of 236K and keep Millia nearer so you can bullbash/do something as soon as she wakes up https://youtu.be/8x8At44MOmY?t=500you had enough tension bar to do R.T.L. and enough hunger meter to not worry about eating https://youtu.be/8x8At44MOmY?t=5216A there was your best option https://youtu.be/8x8At44MOmY?t=5246A again https://youtu.be/8x8At44MOmY?t=5326A again https://youtu.be/8x8At44MOmY?t=572after that 236[HS]CH run 2A 5S>5HS ecc https://youtu.be/8x8At44MOmY?t=608this 214HS with that much hunger meter was uselessly risky, unless you would have YRC>236K or something like that To catch on jumping/airdashing opponents I'd do 2368HS if they're quite far for 6A, or bullbash but it's slower and easier to see.