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KentoHardRok

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    Iron Rock Crusher all day

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    KentoHardRok

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  1. Well thanks Zeph and Nagorb! I'll hit the lab again and give this a try.
  2. Need some advice: As long as I have been playing sin I cannot land his corner jk>js>jk loop. I can get the iad after 5H but the jk comes too late to connect. What do you guys do to help with that, either the input or the timing? After 5H I hit 9 then 6 but there is a good bit of delay between the two because the jump cancel input is pretty forgiving but to get that iad I have to hit 6 as soon as he jumps. It seems like my jk is always late and they recover. Any details help!
  3. Let's do the discord server... Easy to say since it won't be me. Sent from my D6616 using Tapatalk
  4. So will you or someone else explain how the skype group works? didn't even know that was a thing. Is it like a video chatroom? do you schedule times to meet with others?
  5. Im just going to follow up with the Congrats to Faultydefense, I went and watched the matches, good job! Sin represented!
  6. This and Chipp are both nightmare MU for me as Sin because of their punishes as Zeph said. Both characters can dash in after a whiffed 5S and punish before I recover so I know the pain of that all too well. I was playing a Milia player last night and realized something else, I know faust can dash right under beak driver but I learned last night that Milia can dash right under beak driver as well. The guy I was playing had the room blocked from recording otherwise I would have posted it. The timing has to be dead on because her dash doesnt seem to go low until she is already in that sprint, the first couple frames of her dash don't put her low enough. Scary thought but really I wanted to know if I was crazy or if someone else can confirm this.
  7. Well I was playing mgsv until I watched this... Back to xrd now. Great stuff! Sent from my D6616 using Tapatalk
  8. Well faust's 3 piece air karate chop move, if you burst just as he launches you he will fly up and continue his action but his karate chop is a third motion and I think he recovers if he doesn't commit to the third motion. There aren't too many people who have moves with long animations that are also burst invulnerable. Faust is the only other one with a burst invulnerable special move.
  9. Yea, to be honest, I thought this was one of those things everyone who plays already knew. I mean good for new players but there really aren't any new players any more, not until revelator at least... Nice Punish though!
  10. beak driver (that 2 hit poke) works for crushing venoms balls but as Dai pointed out, if your careful, you can set them low so they go under it. Those low flying balls will also stop the slide as well so from a neutral state, they hurt sin's approach on Venom. Venom's 6P also can shut down his command hop so that works well too. Playing different Venoms, each player has their own approach, some rely on teleports more while others love neutral and will smack balls all over the screen. Teleports are pretty easy to deal with as Sin because his moves cover large areas of the screen. Venom players taking advantage of his projectiles are more difficult because it cuts down his mobility. As Sin I think a good approach is to apply pressure fast and stay on top of venom. If you can get him in the corner and stay mid screen with pokes into combos while managing calories usually its easy to keep his options low and punish him for trying to get out. I am pretty sure Venom can 2D under Voltec Dein (the slow bird super) and his big dark ball super flys right past it. Just something else to be aware of for sin.
  11. Some things I have picked up on. Gun Flame gets shut down by beak driver thats that. Fafnir has insane recover and sins normals are slow, its not really a good option to try and attack after fafnir, just avoid being grabbed. Some Sol's like gunflame in the corner followed up by fafnir, if their timing is even a little off, right after gunflame you can easily fit a HawkBaker and punish but it if Sol spacing and timing is correct he can leave no opening after gun flame, just need to watch if the sol your playing is careful or just feels free to do as he pleases. 6P works really well against an air dashing sol, just be mindful if he tries to mixup his fall times with his dive kick because there isn't enough to get two 6Ps out. It can even beat out his dive kick if you can get the spacing right. Also his full screen flying kick (sorry don't know the name) also is great for 6P counter into combo of choice. As far as the MU goes, it pays to be patient but you have to take advantage of any openings because if Sol starts putting that pressure on, Sin doesn't have much of an answer. If you can keep out of the corner and keep the match mid screen then I feel like Sin can really take advantage. The second Sol gets Sin in the corner, the carnage is hard to bear... I mean you can use hawk bake if he gets in too close, but if he back dashes, the pain continues... Sin has plenty of counters to Sol's moves which is why mid screen works out better. You can also bait grand vipers with Voltec Dein, sometimes Sol thinks he is clever. A good Sol might GV then YRC, read your player and watch his meter to know how to use Voltec Dein to open him up. He can also GV under hawk Baker but if you catch him in the first couple frames you can hit him before he goes low, chances are though if he is doing it, its out of reaction to a predictable Beak Driver in which case YRC or eat GV.
  12. Eating for a Sin player usually isn't a problem. He doesn't loose his command hops and if he has 50% meter he has a ton of options if he ever gets to the point of no calories. If your playing a sin that gets into that Hunger state, it should be an easy win, but most Sins can avoid it pretty easily. keepon, Fausts j.HS if done low, can really keep sin out of the air as well sins its got great reach, let alone universal options like air throw. Sins Overhead (bull bash) is really slow on startup and is pretty easy to jump over. Just mind your distance because it reaches really far. It doesn't touch projectiles so if he does it and you jump up and throw a bag, Sin will eat some damage. Playing as sin I feel like the best option is to get in and stay in close. Although Sin's mixups are pretty slow, Faust doesn't have much of an answer for sins pressure other than universal options like burst, reject, etc.
  13. For some reason A lot, not all, milia players feel like they need that pin. When they throw it out and you can block, its like they are magnetically pulled to it. Use that to your advantage and keep them away from it. I swear it feels like Milia is Golum from lord of the rings chasing after her precious. I think everyone knows her wakeup mixups are crazy but its all you have to protect against really. Her pin and he wakeup mixups. Sins DP helps but wont work most of the time. Doesnt take much for milia to stay out of range of it and still mix you up. It just comes down to reading your opponent and blocking correctly.
  14. Something helpful in this MU is knowing bedmans limitations. His ground chain that ends with him sliding his hands low (i think its 2D) is usually followed up with a head throw or jump cancel. Getting an elk hunt in before the head throw makes for easy combo fodder. Also, watch his deja vu markers, when they come out, just punch them as you pass them, it'll save you so much aggravation if you just get rid of those things as fast as they show up. Its almost always better to stop his head throw with beak driver than to block as well. That thing on its return can put you on the defensive really fast.
  15. So there used to be a lot of good information in all of these threads... so to start off I guess my experience. Last tournament I went to I spent some time playing against Elvenshadow and learned a few things about faust. He has a nasty overhead wakeup option with is 2K>FD cancel. It crosses you up and he can attack quickly too. His crazy hitbox also make you whiff a lot of basic combos so its a good idea to go to the lab and get combos specifically for characters like him. Most Faust players take to the air more often than not. Although he is slow, in the air he has a lot of options it seems. Beak Driver works well but looses to Fausts Scalpel... That mid screen pressure is where I feel comfortable. Not jumping in as much but sticking to the ground so you can react to his items just as fast as he does and air beak driver to get him out of the sky.
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