Jump to content
Dustloop Forums

KentoHardRok

Members
  • Posts

    95
  • Joined

  • Last visited

Everything posted by KentoHardRok

  1. Something else, the order 6p has to be on counter hit so you can delay the c.S right? If not I think they can recover pretty fast before you can land c.S... ?
  2. Sounds crazy, going to have to try that out. How far does it travel? I imagine that 236h>214k-6, your looking for a wall stick to land the j.k?
  3. But the damage scaling on that combo, I'd be surprised if it did more than 100 damage. Too many, perfect example of longer combos don't necessarily mean better damage but it does make for good burst bait!
  4. I'll piggy back off that and say that the delay is important especially for those j.k>j.s strings in the corner. Too high and you won't get the 5h.
  5. With all of these new option for Sin to just pile on hit after hit I'm noticing a huge difference in damage scaling. Any combo with a P in it almost does 20% less damage off the bat. Even if you start a combo with 2p>2k vs going straight into 2k there is a big difference, more so than pre patch I think. I have been trying to find a faithful anti-air combo starting with 6P and I think I get the most damage with 6P>j.S>j.6H>214S>236H. Not flashy or hard and its always available. Now I know if you can land a 5H after 6P then you have more options but that's situation specific.
  6. Yes! Using 6P more has been on my to do list for a while. Right now I have to learn how to combo off of it! Its such a situational move that I need to spend some time practicing with it on different characters. I do see your point on maximizing my damage as well. I have been told that I need to use normals more and not using specials so much but using Sin I think I have developed a bad habit of using his specials more often than not. I will in fact take your advice on incorporating hops more instead of 2 hit 236HS. This would definitely mix things up a bit as well as open me up to more combo potential! Thank you for taking the time to type that up, once I get the chance to improve a bit I'll add a new Vid. I hope other people will post their matches on here as well, its like having someone proofread your work.
  7. My idea for this is for us to post our personal Vids (since PS4 makes it so easy) for the purpose of getting feedback from everyone else on what we can improve and how we can switch up our game. I know I have been trying to improve and my time to get offline matches in is very limited. So record and post your vids and hopefully everyone else can weigh in and say where we are making mistakes or even where we are doing well. Soemtimes just seeing styles besides the Mikado sets can/should be helpful. Here is a link to my Youtube which has all of my vids from old to new. https://www.youtube.com/user/PhilipeC1/videos Please check it out, tell me what I can do better and post your own and weigh in!
  8. Need some tips with Normals, more importantly 6P & 6H. 6P is such an important normal because of the anti-air properties and how much people love to jump in on you but the startup is rough and I feel like its mainly my reaction time that hurting me. I'm curious if you all use it ass your goto anti-air and what combo's do you use after it? I see in the 1.10 vid's JT does 6P>5S>5H>JP etc. but It seems so situational, thoughts??? Also 6H has some invincibility frames... at least thats what I read but whenever I try to take advantage of them it doesn't seem like it does, How do you use 6H outside of just following up after 5H? Another note, would you all be opposed to a Video thread where we submit vids of our own matches for critiques? I know it would help me to get your opinions
  9. Its character specific... and situational I guess but vs. Sol for example you can 2.hs (3 hits) > BD for some good extra oki damage but I don't think it'll work after a long combo. most other character the best I can get is just 2.hs for maybe 2 hits that's about it.
  10. yup, using RTL to hit him out of the stance once he starts throwing his chains out there is smart, but the invincibility is on startup so I guess its best to do it right after he throws one out so the second catches invincibility frame. This isn't a tough matchup but that Axl is too good.
  11. I'll have to try this in training but maybe someone else can confirm, I'm pretty sure hawk baker has like 9 invincible frames you might be able to use to counter, granted it's risky though. I use HB to counter Milia wakeup mixups when she tried that blade circle thing with bad Moon and it works well.
  12. well I am a sin player and I was just curious how other see him and his play styles, what you guys do to counter etc. Leo is one of my favorite matchups as sin to be honest. From the other side of this matchup leo is very linear and a lot of Leo's I play eventually run into a meaty 236H which is easy to combo into almost anything depending on the situation. What is difficult for me as a sin player is when leo gets a hard knock down and is dashing over my body, taunting me to do something. I have to guess, is he going for a low kick or counter on wakeup? Leo's overhead H from backstance is slow and easy to catch. So from a sin player to a leo, just close the gap the best you can and crowd sin, even better if you can get him in the corner because he is slow. oh and everything that Kikuichimoni said is completely right, Sin's real strength is big damage when he does hit, but there he has almost no mix up game.
  13. When I play someone who is good, typically i don't crowd on wake up, especially if they have some shoryuken (anti-air) type move. I use Sin's reach to keep control but I think it comes down to play style and who you are playing. Obviously adapting is important. I was playing someone the other day who saw that I wold try to catch him with 214s on wakeup because the reach is insane, well he responded with blitz guard, luckily I was far enough he couldn't do much with after the second time he did the same thing I knew he would jump on it right away and when the last round came, I attacked, he blitzed then I YRC and punished him. To Zephyrion's Point, even if your strategy works once then they feel like they know what your going to do and have a counter, adapt and its still good... I guess I could have said option selects are important
  14. I'd love to see this in gameplay because sin is obviously slower than most of the other cast and it's pretty hard to mix someone up like that, especially someone with a vertical attack... i.e. Leo or ky
  15. Take this as a sign to upgrade to a ps3/ps4 stick. The ps360+ works for ps4 but with some work arounds. Go with HrapV4 to save 50 bucks or mad catzTE2 if it's available, it's has quality and feel.
  16. This changes in 1.1 right? The grenade not only disappears when she is hit but will be destroyed by 236h, right?
  17. Well I actually feel the exact same way, minus elphelt. I feel that if you can stay out of the corner she is pretty harmless. And a really strong zato is scary.
  18. Tier list? Get that garbage out of here j/k that's a matter of opinion for the most part, fact of the matter is he has a lot more tools available to him in 1.1 which gives him much more options and combo potential. Does that change how he compares to everyone else? I guess you have to wait and see what people do with all of these changes. I have seen tier lists change because someone wins a major with a particular character then all of a sudden they are s tier...
  19. I wouldn't feel to confident in his mix up, it only feels strong against weak players. Try playing a good i-no or milia then you'll see a stronger mix up game.
  20. Just to throw in my 2 cents on this, I need to try this because I haven't really practiced it myself but one strategy that I do have is to switch up my jump in attacks and sometimes I do use j.H and although it has almost no hitstun it is multi hit which causes people to have to guess when I will land or if I follow up with a low j.D which, if they guess i'm going for the j.H then 2.k, it can get you a free j.D. The real helping hand is that split second float j.D does, opens up people but not something I you can get away with against experienced players often.
  21. I thought I noticed the same thing just haven't messed with it in 1.0 for a sanity test. second hit in 5H is definitely more flexible. and I don't know if its been mentioned already but the same is true for the float on elk hunt. Looks easier to follow up with a normal c.S And probably belongs in the matchup thread but I noticed Elphelts grenade goes away once she is hit in the patch, there goes 90% of her pressure game, that with eddie's recovery nurfs, Sin's moving up the food chain.
  22. Around 4:10 on the video against may you see the full bounce effect of j.d... I want this patch on console already
  23. This combined with blue hawk baker comboable into bull bash makes sin so much better. Almost unfair really. I bet elk hunt will go into hawk baker anywhere mid screen without rrc.
×
×
  • Create New...