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KentoHardRok

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Everything posted by KentoHardRok

  1. Did anyone catch the bounce on j.d now? That kinda changes the potential of it. Looks like the bounce is similar to sols throw where you can land then enjoy a free combo of choice
  2. I'm a Sin player and this is my least favorite match up. If I had any advice for a Chipp player I would say, take advantage of your overwhelming speed. As Sin my only hope is to stay out of the corner and control your mobility. As long as your not predictable with your teleports, you can run around like a mad man and its scary. and for the love of god don't spam p on dust/air combos, the the damage scaling is so poor it makes no sense.
  3. I think 2S is a huge tool in this situation, you don't over commit as much as you do with elk hunt but 2S has enough reach that it can stop most of his dash attacks and allow you to hit confirm into elk hunt. Bull Bash is great here too in shutting down his air dashes as he doesn't typically get all that high like May or Zato.
  4. Eddie control I have found is pretty important against Zato. Some people are lazy about pulling him out so a quick 2S or even 2P will give you a few seconds to really pressure zato. Leap is important and in this MU I found elk hunt kinda sucks. His drills shut it down pretty easily but a leap into airdash can cover an insane amount of ground quickly and if done over a whiffed drill can turn the tide. Just have to watch his eddie bar and try to avoid the random shark attack, if you block it you can quickly get eddie on recovery.
  5. So I have learned a little something on this matchup. Space control is extremely important. More than anything they always play aggressive but after a hard knockdown they move towards teleporting around you or even that blue double image that holds you. Haven't really run into a chipp that uses projectiles all that much. But anyway, back dashes and leap as well as air beak drivers/Vulture Seize are so important. Forces Chipp to respect how much Sin can cover in the air and rethink flying around. If you can cut down his jumping around he is MUCH easier to deal with.
  6. I have run into a few Axl's that almost predictable go 2HS>6HS. Initially was annoying but I found there is a big gap between the two and after blockstun on 2HS you can easily throw in Hawk Baker for a clean counter hit almost every time and follow it up with Bull Bash for the start of a beat down or combo of choice.
  7. Something I have been messing with and just thought I would check here to see if people agree that its viable. Every Millia player will release her Delayed ring then either go for bad moon or run low, either way 9/10 times they are pressuring you, I can time hawk baker to start on wakeup. The timing is strict but completely doable, the bad thing is that there is no real follow up, no matter what I try nothing connects, the only real success in this option is you break up her attack and give you that room that you need. I just hate blocking on wakeup and am always trying to find an alternative to turn the tide.
  8. So I see a lot of views but no comments... is this just a bad match up. Sin's moves have great range and recover although without a projectile its still easy for chipp to find his way past them using teleports. It seems to me that carefully placed rc's are the best bet and keeping your distance, letting him come to you since he can't fight from across the screen.
  9. Really starting to have trouble against really strong Chipp players. He's the only character whose speed beats out Sin completely. There are faster characters but Chipps mobility eats Sin up. When I try to play aggressive it feels like his normals are winning and when I try to zone him, a well placed teleport destroys him. The only benefit is that with two complete combos you can call Chipp with Sin as long as you can hit him... guidance please.
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