Destin
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yeah i figured if he went with immediate rekka 3 that would stop the 5k, but apparently not on ib? Neat, although I don't think it should be in the game from a design standpoint.
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Rekka 2 is -3 iirc, but if you can interrupt with 5k, that's a really solid option, nice find
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Are you sure you can interrupt rekka 3? Remember he can delay timing on any rekka to set up frame traps. VV shouldn't work versus rekka 2 -> D I imagine.
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Hit you when you stand up. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Japanese do it all the time. I doubt that's 100% air thrown -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Are you positive? I remember not being able to do it against ky at all. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Sol, if he has exhausted a good number of options in his current run of pressure is going to have to use S and HS in his gatling string. Usually if done at a decent range he may cancel the (usually S, sometimes HS) into BR, gunflame, feint, 2S, or BB. In these situations, the BR can be spaced in such a way as to give him frame advantage, or at least neutral frames. But with a 3f 5K, it might as well be + frames. So, most of the time you can try to jump out here, or beat the BR. Not like, 5s gf br, more like, 5s, then GF/BR/BB/feint, ect. 2D>236K also fails on Chipp. Thanks for the input, maybe if we get an exhaustive for each ill post it. If I had more time I would run the tests myself, sorry that I don't guys! -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
I have a question for everyone. What is the most solid counter to BR at long range in pressure. 236H Cuts the gunflame and the BR, loses to the BB iirc. I think stand P tags the br, in time to block the gunflame and BB, so buffer in the h. 6p probably beats BR the latest, but also probably gets tagged by the gunflame. I'm thinking of using 5p as my standard, but wondered if you guys had anything different. Also, is there anywhere we have made a list of characters that can be hit by: 2D -> slide and stab -> slide. Also great would be character you can put in j.s j.6h pressure on block from a vault in, and which you can't. Finally, some characters seem much harder to anti air into standard 5S, 5h, 6h combos. Faust especially almost always whiffs the 5h. Something to keep in mind I suppose. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
I mean, you can just be moving in such a way that it isn't gaurenteed to force your block. It's a good tool for sure, and helps against sin because it contests his 236h so well, but having ky spend 50% meter to get in on you then rush down with the meter reduction just isn't all that scary. If I had to choose what are slide does to him, or his to us, id take our side. And sin doesn't really suck when people get in on him. Granted his normals are 5f, but he has a serviceable dp that forces space baiting and a fantastic backdash, scary throw with meter, and a good super if enough space is given. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Whoa 236k is GREAT in neutral. Good range, low profile, fast, +3, crazy dage on ch. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
You can prc the beginning of hunger state, not the middle/end (you get the big red X) I don't think ky's yolo slide is that big a of deal dude. IB the second hit, then you get a free punish. With 50% meter, it's a scary punish that usually closes out the round depending on how good your pressure is. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Iirc jump s low links to 2h. -
I'm Writing Words About Learning Guilty Gear. Feedback Appreciated.
Destin replied to Pichy's topic in Guilty Gear General
4h ~ attack button USED to be an option select in #R, and was removed in slash. It was a horrible stupid option select, thank god it's gone. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Gg is complex but sin is particularly character dependent because he is new and try haven't ironed him out. In fact, you don't need all 4 hits of vd, but if you get less you need to change your post confirm. Things like jump h, falling jump s, land 2k 2h become important. Also, different chars are hit by jump h at different times, some you must be quite close, others far. This changes the distance you need from the char. -
It's character specific effect. Some characters have such clean counters there's no point. Still makes me use it more in pressure though!
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Niiiiiiice. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Thanks! -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
You can RC that jump h for a chunk of damage as well, character dependent you get a falling j.s, j.6h. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
I was looking for a good low option midscreen. I suppose it's between 2k -> 2h link into yada yada crit hawk, or 2d hawk raw dog style (elk on block after hawk). The second option is certainly more damage... 3k calories on block, first option is a frame trap, auto confirms, cranks guard on block, easy confirm, but probably lacking in damage. Ugh I'll run the numbers, I think 2k 2h will be the offline go to. Id love to have full numbers on elk hunt ib, I'll crunch the numbers myself tonight. Knowing those often helps me make breakdowns when opponents try to escape. Thanks for the info on the airtight blockstring, I'll add the pauses on non ib'd elk hunt. It's not that I think sin's overheads are that fast (except off on long range vd corner setup, where it is super strong), it that the reward for them is amazing. Midscreen sol knockdown and sin are essentially the same, safe jump or air dash/low. But sin gets half health (or MORE) for any hit. Sol gets like, maybe 120? Sin can also double layer the safe jump, which is awesome. He also gets to use his mediocre overhead WAY more than a good chunk of the cast. It's not great, maybe not even good, but the power of the combo and the frequency of places it can be used help mask it's long startup. The point I'm trying to make is (and I know you aren't necessarily disagreeing with me), sin is not strictly a "neutral monster". If anything, I think what I have read around places overestimates his neutral and underestimates his rushdown. It's just that good use of his pressure tools into mixups is a fuck ton more difficult than memorizing basic 1/2/3 patterns. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Well, lol, yeah his mixup game isn't AMAZING. But it's totally usable and viable, there was a lot of doom and gloom here early on that I just don't see when it comes to his mixup game. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Destin replied to Ventus Tatshima's topic in Sin Kiske
Does the sweep -> slide give you the crit hawk afterwards? Anyone know what elk hunt is on IB? If not IB'ed, is there a natural break between it and beak driver? I want to understand where his stagger pressure is. The more I play Sin, the less I think he has weak mixup... -
All RC's slowdown has a forced proration that leaves when the slowdown stop. Thats why you can do way more damage off a midscreen throw RRC by waiting a split second before going for the 214K ect (if that's how you do that combo of course.) The damage Sin would get off of 236H RRC without the forced proration...
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Who are you guys seeing as the strongest sin at the moment? Many VERY different playstyles (of course with a new character), it's fun to see the different directions everyone is taking it. I don't REALLY love how JT plays him, gaku was much more fun. There was a recent mikado guy who was in love with charged beak driver, pretty amusing
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Have you tried 2366k? Works pretty good, especially for these examples...
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What is color 7 for sol? I rock 6, its the most solid snake.