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Everything posted by RentalBlackout
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
RentalBlackout replied to Ventus Tatshima's topic in Sin Kiske
There is a video showing that it works with Potemkin's forward megafist though (236P, inputted as 2361P+K) I suppose it could be done with anything, as long as you can input it fast enough. Nothing as ridiculous as doing it with Elphelt's shotgun roll however. I could see it being useful for Beak Driver and Elk Hunt somewhat. If it's practical doing it with RTL, that does sound strong. I wonder if specials that only move a character(no hitboxes) trigger the proximity block or not. In that case you could OS Beak Driver and if a Slayer dandy steps or not, you'd barrier instead, and punish it. EDIT: Oddly enough, according to the main thread about this OS in the general discussion section, Dandy Step does trigger the proximity block, even though it has no hitbox. In this particular situation, if you do Beak Driver OS when Slayer does Dandy Step, you get a counter hit. Fastest P Dandy>Pilebunker also loses to this, but if you do it slightly late you'd trade/lose to it. -
Off of normals the timing is somewhat different. For raw kara helmbreaker, think of it as TKing air teleport, but cancelling it into Helmbreaker as soon as you teleport/"slide input" into A+B.
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You kinda wanna get them up to a certain height with the 236A/B~B, the higher the better, hence the slight delay on ~B. It's a lot easier on some characters than on other characters. You have to hop j.C after 5C pretty quickly, and that's one other part that's pretty important. The video AigisPlayer posted is great reference. 1.1 doesn't differ that much(if at all), but if you wanted a similar combo for 1.1 https://www.youtube.com/watch?v=IMP0mJFWOyk
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3C RC is pretty cool. Before this Tahichi did 3C RC j. A as a pretty sneaky overhead. Recently Zekuso did 3C RC Airdash j. A Apparently if you do the RC airdash fast enough, you airdash in an upward angle(and over them depending on the distance). Depending on the distance you either cross up or don't. If you do it slightly later, you dash in a horizontal trajectory, where j. A seems to hit, j. B doesn't apparently.
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Also, note that valiant is based on a timer, if you can't valiant dash after the 5th 6B, that means you could've done it a bit faster. And yeah, you might not be able to do 236D>6*6B everytime, depending on the distance between you and your opponent when you hit with valiant, sometimes you have to resort to using 5C for the first one(occasionally the second one too but you could delay it a little bit and 6B should hit). Characters with fatter hurtboxes don't really have this I suppose.
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That safe jump is pretty awesome, even works on Kagura's flash kick. Interestingly enough it doesn't safe jump Scud Punishment. Just how fast is Scud Punishment now? Doesn't work on Houtenjin/Taokaka super either so I assume it's about 7 frames start up? EDIT: I think the recording I was using was messed up or something, probably forgot about the superflash. I guess if we wanted to get that oki, we could modify BnB in the corner to end in 2D ...>airborne 5C>TCL(delay last rekka slightly), 2D (safe jump)
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Ah I see. Yeah wish you could've seen the stream hahaha When you did the SB Duck reset I typed out on stream "HE WARNED YOU GUYS, IT'S ON HIS CHANNEL" because the hype turns people into stream monsters. Well, at the top of my head, you just had a bit of execution drops here and there, I recall Xie saying that it'd be a lot closer if you could have completed more CH DP combos. Execution is execution though, nothing much constructive can be said about it. I don't remember it too well, but there might have been one or two spots you went for resets even though you had the resources to take the round. Otherwise, for the most part, you made really good decisions and were really solid. Really impressive considering it was your first major.
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Well, I don't really know how to critique as my Akihiko is still sub-par. However, I'd like to gain some insight on your match with Bananaken. There was a certain point in the set you started winning two games in a row. What was it that you changed that made you play against him better? Was it habits you noticed from him? Really hype matches btw, the stream was exploding.
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Found an almost corner to corner(training mode back against the wall start) carry version of CH 3D, ends with one weakpoint. CH 3D>6A>dash 5B>hj.A>j.B>j.C>jc j.2D>TCL>22C>2C>6D/3D for 4528 damage, UW/LW, and corner to corner carry. Tested on Ragna. On the CH 3D>TC>Hornet>... you can sneak in CH 3D>6A>dash 5B>TC>Hornet>... Nets you 4725 damage and two weakpoints. Doing this brings you away from the corner though, if you started with your back against the wall. If you can however, CH 3D>slight delay 2C>slight delay 3D>6A>IAD j.C>Hornet>5A>j.A>j.C>jc j.2D>TCL(wallstick)>5D gives you the best damage and corner carry. 5467 damage. The slight delay is to prop them up higher, makes it easier to IAD j.C>Hornet, but I still find it hard to do consistently at times. It's harder to do in this situation since sometimes they are too low. If you find you hit them with IAD j.C but you know that Hornet will whiff, you could just end in 5B>hj. B>j.C>jc j.2D and take the 4700ish damage and weakpoint I guess. When you see that they're really low and j.C won't hit, just IAD j.B>5B instead. Overall a very tight combo. The 6D variation is easier, though you do less damage(almost 5K I believe). You could just CH 6D>5C>TC>236D for the same damage though. 9 Growlers>6*3C>is possible in a VC combo, maybe a really fast and accurate person could do more, might vary depending on starter. EDIT: All these combos have character specific troubles. CH 3D>6A doesn't work on Tager or Arakune(just like 1.1). Last hit of rekka whiffs on characters like Litchi and Mu, and if you delay it, 22C whiffs instead. On some other characters, after j.2D, walk forward>2B>TCL makes it more stable, on other characters it makes it more unstable(?). Might just be my execution though. For the second combo, on some people like Bang aerial ender can whiff. You might have to change up aerial ender on some characters(high jump instead of jump, etc). Better off going back to CH 3D>TC>Hornet instead, makes it more stable. Third combo delay timings are specific for different characters. Seems to be able to work on everyone though, except Rachel, I can't seem to find any timing that works. On Litchi/Kokonoe ...Hornet>5A>j.A j.A j.C>jc j.2D>...makes it more stable. You might have to delay last rekka a little, sometimes this makes wallsplat lower and you have to default to 2D instead of 5D. Other times you end up too far away to 2D, but in these cases you usually can 5D. You could also start rekka a bit later after j.2D, makes it easier to 2D at the end.
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So, looking at challenge 20(https://www.youtube.com/watch?v=wXRUH5NRc3o), I wondered if it was practical in a real match. Turns out there are situations where it could work, with slight modifications. Corner [32% HP] [100 meter] [LW] FC 5C>ODC 3D>CT 6D>236236D(sideswaps) 5A>TC>236D>6*5C>6*5C>6*6B>6*6B>6*6B>6*3C>6A>2D BHS 10145 DMG It is character specific though, unfortunately it doesn't seem to work on everyone, 6D hits them too late or something. Could do it on Ragna, Jin, Azrael and the Murakumos(possibly a few others). Also nice to note that you can actually do this still with 62% hp, just that you won't have enough meter to BHS in the end. You could just 5D instead though, for about 9k damage. If you wanna style it up, you could do 5A>TC>Hornet>j.C>Airdash>j.C>236D>... and end in 5D as well(omit the 3C>6A cause of hitstun decay) for about the same damage. I was trying to see if you could ...5A>5B>hj, C>j.D>TK TC>214D>... but my execution got the better of me.
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Azrael Challenge 20(youtube id nakodid) https://www.youtube.com/watch?v=wXRUH5NRc3o EDIT: In circumstances you do TCL(high splat)>6A>5B>j.B>j.C>jc>j.D, you get a bit more damage if you use 6B instead of 5B. You have to high jump cancel though. Easier to jump/high jump cancel 6B in this version, so it's worth it. e.g Corner [uW] 5B>2C>6D>slight delay 5C>TCL>6A>6B>hj.B>j.C>jc j.D gives you 5076 instead of 4935. Also works for when you end with 22C>5B>j.B>j.C>jc j.D. In certain combos(like in Kinkuli's vid, 3/4 away from corner)it does whiff sometimes if your 22C doesn't land right next to them. Corner distance reliant I guess.
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Gustaf staggers, also you end up closer on hit/block. TCL now ground slides, but wallsticks in the corner. Big change. 2D seems to have lower recovery, also can gatling from 5BB. j. D knocks far away on air hit, with or without weakpoint, j. 2D remains the same. 2C has more recovery. I don't think you can 2C 2B anymore. 6B can be jump cancelled, and I think you can gatling into 6C even on whiff. Growler is no longer full invulnerable, although it does have a faster start up. Also if you absorb a projectile you can Phalanx back immediately. I'm not sure if the knockback has changed, but we have those VC burst safe combos and crossup growler RC seems to be a thing now. Sentinel Dump seems to have slower start up on raw one(not sure if 22C is slower as well). In conjunction with TCL change, no more sentinel oki. Scud Punishment has faster start up, it's Azrael's go-to reversal now. It blows back on hit, no longer crumples. Counter Assault no longer ridiculous, unsafe on block. Blackhawk Stinger has lower minimum damage. 6B has better proration, optimized VC combo seems to be 236D>6*5C>6*6B>6*6B>.... Not sure of any other changes like proration and stuff, but I think those are what can be seen from video footage.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
RentalBlackout replied to Ventus Tatshima's topic in Sin Kiske
Your English is great dude, perfectly understandable. But yeah, like TITANIUM BEAST!! says, I'm pretty sure I have PRC'd hunger multiple times before. Also, in the part about normals, you missed out a few of them, unless that's what you intended to do. Otherwise though, pretty solid stuff, keep it up. EDIT: Destin cleared up the part about PRC hunger. -
@Koori There were a bunch of changes from loketests, but no idea so far if all of them were implemented, the ones I can see so far are:- 6P can be jump cancelled, unsure if it retained added recovery from loketests. 623S doesn't require a crit for longer untech time, more consistent combos and routes. j.D counter hit has a different bounce, easier to hit confirm. Food meter glows a different colour when closer to being empty. 5H second hit floats higher(236K seems to do this too? not sure) There were others in the loketests like j.S having more active frames, 236K being +3(frames shifted around) and having a bigger hitbox and hurtbox or something. A lot of damage rebalances on his H normals were apparently made too. I might have missed a few, but these are kind of hard to tell from videos. We may only know about them if someone from Japan lists the changes, and I don't know if anyone has.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
RentalBlackout replied to Ventus Tatshima's topic in Sin Kiske
I think I recall seeing something like 6H>623S>214S>236[H](low wallsplat)>214P>j.6HS>2H(3)>5H>IAD j.K>j.S>j.K>5H>(6H)>236H>VD I don't remember if you have to do 214P[4] or not. Alternatively you could also do(if wanting to save on calories) 6H>623S>214P>(j.S)>j.K>5H>IAD j.K>j.S>j.K>(dash c.S)>5H>IAD j.K>j.S>j.K>5H>(6H)>236H>VD The j.S after pole vault is necessary if the character is heavier. -
What's the general rule when tweaking the 5H loop, smaller characters, use more j.S>j.P>j.K? j.K>j.S>j.K serves pretty well on a lot of characters. I think Venom and Chipp are the easiest somewhat, at least from what I feel.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
RentalBlackout replied to Ventus Tatshima's topic in Sin Kiske
I think the Potemkin midscreen one also works on Faust, but the timing is a little different. I don't think it works on Bedman, if it does, it's really hard. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
RentalBlackout replied to Ventus Tatshima's topic in Sin Kiske
It is useful in situations you do not have food meter. Additionally it builds quite a lot of meter, and sets you up perfectly for Voltec Deign setups, so I would argue that they are definitely worth learning.