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Everything posted by shadow_nobody
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
shadow_nobody replied to Ventus Tatshima's topic in Sin Kiske
I've been thinking of creating a Sin Discord server for a while now but have been too lazy as of yet. -
The idea behind this is that you're setting them up in a situation where they have to take a 3-4 way mix-up. The set-up is also kind of hard to reversal out of unless you've been in it before. Option 1: Throw -Can't mash out -back dash/Jump is beat by throw OS -Can YRC for added punish on back dash/jump (great vs Slayer Back dash cancels) -Loses to reversal Option 2: j.H Overhead -Beats mashing -Loses back dash (Can be PRC'd to keep on pressure) -Loses to reversal Option 3: 2D Low -Recovers fast enough to catch back dashes (YRC if you want to be sure to catch backdash) -Can't be mashed/thrown/jumped -Loses to reversal Option 4: Hawk Baker -Must delay the hawk baker to catch buttons or clash with reversals -Catches jumps -Loses to backdashes (Some backdashes have to be delayed or they get caught by hawk baker if done too early) -RRC Hawk Baker on non CH if you want a big combo
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Yeah I put the 6P route in a video showing it can be done with 6P>5S>5HS>236K>RTL I was actually working on making a video on the various RTL confirms and how 2P>5P>5H is the best follow up combo option when they have burst or if you're not confident in the confirm.
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I can't really get it again to record it since I'm not good at any of the set-ups really, but to be honest I honestly don't think it's that good. It requires 100% tension for it to be a real threat and at that point you can do so much already. However the set-up is great for going high low and baiting out a reversal. It's also just getting the spacing and doing 214K(6) right after VD there is nothing else to it.
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I was actually able to do dashless on almost everyone (except Pot/Leo/Bedman) by doing 5D>Run>Cl.S>236[H] x2> slight Walk 236[H]>236[H]>VD>214K(6)>Throw I find that using leap let's me time throw a lot easier or bait DP if I want to.
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I have more Hiroki Sin lmao. This time a bunch of sets vs Taka and Min. Gonna steal your format :p Hiroki (Sin) vs Taka (slayer)(1) (2) (3) Hiroki (Sin) vs Min (Jack-O)(1) (2) (3)
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The video I posted uses the CH BD>Leap method, but instead of 214K(6) it replaces it with 214P(6) and it works everyone on everyone. The 2HS after the j.S>j.6HS keeps the opponent in front of you and will give red 623S most of the time. And if you want to change corners then you use 214K>j.S>j.6HS>2HS>5HS etc etc. When CH BD hits in the corner use 214K(4) instead to stay on the same side. In a lot of situations 2HS is better for the fact that it has less pushback than 5S and you only lose about 1-2 damage because of scaling. I also misspoke when I said that CH BD>Bull Bash>214K(6) works on everyone. Guess I wrote down the wrong characters for the wrong combo.
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I made a thing. I'll update on it later. https://www.youtube.com/watch?v=gQSJ8TiyADw Quick update on the various things in the video. I'll update more on this tomorrow with the notations, what is optimal, can most likely be improved, and what works on who. -Beak Driver RC confirms- 0:00 - Corner to Corner 0:11 - Consistent Mid Screen [7K Calories] 0:22 - Low Calorie [5K Calories] 0:31 - Optimal Mid Screen 0:42 - Faust Specific Combo (difficult) 0:53 - May/Faust Combo [7k] -TK Beak Driver usage- 1:01-1:11 Showing that tiger knee Beak Driver has a few frames that can be YRC if whiffed or RRC on block. 1:12 - Confirm from TK Beak Driver RRC -Counter Hit Beak Driver Confirms- 1:24 - Mostly Universal CH Beak Driver from near max range 1:35-2:05 - Universal Confirm CH Beak Driver that even works on Elphelt. 2:06-2:37 - Showing that RTL can be confirmed into from a 6P. Also showing safer follow up combos that stil do good damage. -Throw Combos- 2:39 - Cranked up RISC throw combos that use little to no calories.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
shadow_nobody replied to Ventus Tatshima's topic in Sin Kiske
Don't have video of it, but Sin can actually just punish GV with 6HS after bursting it. Or if you still want to do the 2hs combo midscreen you can do 2H (2hits)>5H>6H>236K>2P>5S>5HS>236K>236H for 184 dmg -
-ignore this-
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Slight things to add are that non charged Beak Driver xx Eat is not safe from any distance on block. Even with YRC they Sin will have to give up his food to stay safe. Ky's best option to punish is stun edge YRC because even if the Sin YRC's before eating you would have forced him to block with potentially low calories. Greed sever goes over a lot of sin's normals and Stun Dipper goes under a lot of sin's moves. IB Elk Hunt really limits options. Ky is scarier with 50% tension in neutral, but Sin is scarier in the sense that it can just change the momentum of the game. Stun dipper is the bane of my existence in this match-up. It just seems to beat a lot of Sin's pokes and options which basically makes sin have to focus on baiting it out when possible. Stun dipper beats out Elk hunt 9/10 times. J.Hs (9~ frames) is a better instant overhead than j.D for 50% meter conversion. Also Sin has many options for pressure outside of Elk Hunt ~ Beak Driver x N. However they're not unreactable and you just have to look out for: Elk Hunt wait DP is really good for catching buttons, but has to be spaced properly. 2P Dash (2p/throw/Dp) / 2P delayed 2K - Really strong frame traps and pressure to keep the opponent guessing. Whatever canceled into leaps. This seems really easy to AA but if spaced right Sin can stay out of range of 6P and beat out other AA normals with J.6Hs into big damage or change what leap he does to go over etc.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
shadow_nobody replied to Ventus Tatshima's topic in Sin Kiske
Slide is your standard to approach if they're a more grounded opp. Versus more aerial opp. I choose to use TK Beak Driver to control the jump height. Bull bash YRC is great when put into the corner/knockdown. You can bait blitz and other reversals. I try to cut down on using it in neutral because it just gets beaten out too often for me. Sometimes I don't even choose to approach and just kind of space with 5/2S and J.6Hs to bait. And for wake up tactics do you mean on ours or their wakeup? -
yeah 6HS, iad J.pk works from a lot of situations. Chonari is also probably top 3 best sins. Up there with Dogura and Zadi.
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I like the idea and the fact that it builds 50% meter, but I don't like the fact that they aren't hit meaty. You end up giving the opponent too many options. However it isn't awful for some of the cast, but I found that he last loop was a little hard for me. Gave me some great ideas to improve and modify combos to get more out of them.
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iAD loops are great for getting meter, tacking on damage, and not using calories so you can go for VD set-ups. They're not super important compared to RTL but they are great to have down so that you're not losing damage when you're low on calories.
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yeah in the corner EH>BD(1-2 hits) definitely still combos on a lot of people. The horizontal dust is midscreen and has to hit pretty close to get the j.p fast enough. I have other ideas for combos and what not I'm always working on and I'll post what I come up with.
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Been trying to figure out improvements to RTL combos and I think I got some down. These are combos not using the Hawk Baker route. Starter>236K>RTL>2P>5S/5P>5HS>236K>236HS(2hits)>236K>236HS(2hits) -vs some characters you only get 1 hit on the first 236HS Starter>236K>RTL>2P>5S/5P>5HS>6HS>236HS(2Hits)>236K>236HS(2hits) -some characters you can get this on if you omit 2p and just go for 5P/5S Also found out you can RTL from Horizontal Dust. 5D>6>j.p>j.S>236HS(2hits)>RTL>followup 3(diagonal down)>followup 6(Straight) -weird to time, but you can still get 2P>623S or 2P>5P followups. 6P>5S>5HS>236K>RTL works
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
shadow_nobody replied to Ventus Tatshima's topic in Sin Kiske
One situation I've been thinking about which can beat air throws and aa's is Leap into j.214S YRC. -They try to AA you as you go in the air and J.214S whiffs. YRC punish the AA. -They go for the air throw and get CH from the early J.214S into big combos -They backdash and either reset the neutral or you can continue pressure. Still just ideas and it doesn't really work on everyone or its hard to time due to height differences. However ignoring that Leap YRC is still good to mess up their timings. -
So did anyone else go to evo, If so how did you do? I ended up losing to Slayer and chipp. Also managed to get in a couple games against the japanese and I have a new hate for millias form of neutral x.x
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You basically just let him do whatever he wanted and never abused the fact that Faust doesn't have strong defensive options. You can do 2HS to crank up RISC, meaty 2D, J.d to bait a throw/force high blocking, DP to bait a throw Need to make better use of your meter. At one point you ate did elk hunt>VD and didn't even get anything from it. You didn't convert a lot of hits/Counter hits which meant you lost a lot of damage. I saw a lot of 6P>Nothing, 6P>5S>236K whiff. Honestly this is probably why you're losing. Sin has one thing going for him in most Match-ups;range and damage. However in the faust MU he only really has damage, so you have to really make the most out of your hits. If Faust does door jump forward and FD. If he does the Pogocopter just walk up and do Beak Driver or charged Beak Driver and it CHs. 2S at the start of the round to beat everything that isn't 5/2P. 5/2P is good at the start of the round to beat or trade with his faster buttons. 5Hs isn't awful either.
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I'll be there in pool h136 Choosen Ninja being the threat in the pool. However if I make it out in winners than I would most likely face BLEED right after.
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Ground bridal is anywhere from -5 to + or 0 I think. Its totally depending on spacing.
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Dogura and Bleed I know are coming to evo. As for Gaku he's generally an Online warrior and Lab monster I think. He doesn't ever seem to appear much to some arcades as say JT Zadi or Umecha
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Again in shotgun stance be careful of just holding block and waiting for a spot because its not going to happen. You have to mix up your defensive options a bit if you want to not just get wrecked. FD to push her out and use that to either get away or just get some space for buttons or to force her to come in. Instant block to create bigger gaps in her pressure so you can hit a button, Blitz, or DP her. Backdash if theres a big enough gap or you instant blocked. THis will cause her to whiff and leave you with several options afterwards. Her command grab in Shotgun stance is really slow so you have a lot of time to get away. Remember her Bridal express can be thrown if done too close or IB into a punish. If its too far you can commit to a DP to beat out her inevitable 2P. Against air bridal express use 6P at better angles, face her in the air, or even DP (riskier obviously) If you're forced to block Bridal express at safe distances you just lost all your pressure and she's going to take her turn. Thats when you start using DP, backdash, FD, blocking, etc to try and keep her from always just pressuring you into death. Her S buttons and up close buttons definitely will beat yours, but you just have to pick better ranges and spots. Her neutral is definitely a lot stronger and scarier than Millias, but blocking her is a lot easier too. Honestly the only struggle with confirming against her is CH BD from full screen can be finicky at times.
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Elphelt is actually a pretty good match-up for Sin tbh. What are you struggling with exactly? You win neutral game from midscreen and 3/4 screen. When you're close she has better nomals, but that's only if she's pressuring your or start of the round. Her life goes down really fast and she doesn't have many wake-up options so you can really bully her on knockdown. Vs shotgun stance: -Learn to mix up IB, FD, and backdashes when you're blocking -OS 2P flicker FD to blow up her rolls midscreen if they like doing that. -Don't get hit in the corner