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WUT

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About WUT

  • Birthday 06/27/1986

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  • Location
    Morehead, KY
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    RyanBillWUT
  • PSN
    WutRyan-Bill
  1. You don't actually maintain pressure by cancelling 214S into leap as the recovery for either leap is at least as long as the blockstun of 214S. As such, your opponent can react and answer (punish) your options from leap as soon as you're able to act, effectively putting you both at neutral. You should generally treat cancelling blocked specials into leap as a way to maintain your positioning and screen advantage rather than as a way to continue pressure, as leap allows you to easily adjust your horizontal position back to Sin's favorable range (f.S, 236H). That's not to say you should never cancel blocked specials into leap in an attempt to attack from a different angle. You just need to be aware that your opponent can easily use their anti-air options (6Ps, air throws, DPs, etc.) just as you regain control of Sin, so your choices should be based on how your opponent can react to this situation. If they don't anti-air you, feel free to mix them up and continue your pressure game. If your opponent knows the match-up, more than likely they're gonna' anti-air you. Your options then depend on your opponent's character and their anti-air options. With this in mind, you can try things like spacing j.S so it's safe from most AA attempts or using j.D to alter your momentum so they whiff their AA. You can even use j.214S to hit them out of AAs that are fast but lack upper-body invincibility, like certain 5Ps. Unfortunately, punishing AA attempts as Sin doesn't yield very high rewards without something like a CH j.D or j.214S, but it allows you to maintain control of the situation.
  2. As stated, getting at least 2 is do-able off of most combos into crit 623S and 3+ are possible via RC, a 6HS punish, or landing a dust and forward dashing. In general you should always try for low beak drivers that lead to wall splat -> crouch hitstun in the corner, as you have more options compared to the standard wall splat follow-up. As an example, you can cancel beak driver into K leap (hold 6) and then do either an early-ish or late j.6HS. The early j.6HS will vacuum in and knock down, giving you the potential for corner cross-up oki. Opting instead for the late j.6HS will give you max damage with a landing 2HS(3) > 5HS(1) > 6HS > 236H.
  3. Some of the changes seem pretty interesting, but many of them are just like the gimmicky options EX characters already have. That's pretty much expected from a promo video, of course. Here's hoping the loke tests reveal more meaningful balance tweaks as opposed to "oh look at the flashy new moves everyone has".
  4. Remember that time we had a sweet thread?
  5. - 6A slightly faster startup but doesn't cancel into anything. - 2C slightly faster startup or a larger vertical hitbox. - Ignis doesn't disappear on throw breaks. - j.214B faster startup and allows for a follow-up on hit at a specific height. Heavy repeat proration and slightly lower P1 and P2 values. - j.6D travels further horizontally and is active longer. - 236D and 214D slightly faster startup and Relius recovers much faster when the move is used if Ignis is already out. Lower P1 and P2 values. - j.214B, 236D and 214D do not force Ignis to return to a specific position. Faster 6A and Ignis not disappearing on throw break would solve some of Relius' mixup issues, changing throw from a risky "if they break it you lose all your offensive momentum" to a viable option for mixup that still leaves you with options if they do throw break. I personally loathe useless moves and j.214B is right up there with the worst offenders. Faster startup gives Relius more air options (which he needs) and the follow-up potential allows for either a stronger mid-screen combo (that costs extra Ignis meter) or a more damaging mid-screen setup that isn't simply ending a combo with 3C to keep your opponent close. The 236D and 214D are a mixed bag. They give Relius options for a high and low from Ignis and lead to unblockable setups but you're completely committed to said setup once you use either move, meaning they're only useful during oki. A slightly faster startup and letting Relius act sooner eases that commitment and provides the option for both moves to be used during pressure. A more active and further travelling j.6D gives Relius much needed air-to-air control, but only while Ignis is out. "Unchaining" Ignis from Relius when j.214B, 236D, and 214D are used is more in line with how the rest of Ignis' moves function and gives Relius more control over certain areas so that you can limit your opponent's means of approaching you or escaping your pressure. Using 214A and j.6D to space the aforementioned moves can lead to some interesting setups as well. 236D would slide toward the ground if used in the air, as having an "aerial" low hit yo-yo is just silly.
  6. If the frame data is still correct, the weak version of 214D~A is only +2 on block. This advantage is big enough to stuff any poke attempts that aren't invincible, like your opponent mashing 2A or 5A. DPs like Inferno Divider will still come out uninterrupted. If your opponent instant blocks 214D~A however, you're at -1. This gives your opponent a window to outpoke you should you try to restart pressure. 214D~A doesn't give you enough frame advantage to have a solid pressure string; just enough to let you punish people trying to poke out of your pressure strings. As for Hazama's defensive options, they're rather limited outside of Jayoku. 5A then 2A are your fastest pokes at 5 and 6F respectively, and your only other invincible option is 214D~B, which takes almost twice as long as Jayoku to become invincible. If you're stuck in the corner guarding your best option is to simply barrier guard until they get pushed out far enough and then try to jump away. If they try to stop you from jumping via things like jumping pressure or anti-airs you can punish them with the proper pokes and regain momentum.
  7. If you're at starting positions or closer to the corner you can use 5D, 623B, dashing 2B, 6C, j.4C, j.C as the ender for 2229 damage (also works on Valk). You can add a j.623B after the j.C on Ara and Tager for 2355 damage. EDIT: Concerning the above topic: 623C RC 5C tk C nail, dashing 6C, IAD j.4C, 5C, 6D, 623B, 2B, 5B, j.a, j.b, j.4c, dj.4c, dj.c. 5021 damage. Works from starting positions. Bang is seriously sweet now. Character and space-specific combos everywhere.
  8. Really didn't even bother to watch the whole vid til today, seeing as that Lambda combo was pretty retarded. But that Carl combo...holy fuck that has to be one of the most boring loops I've seen in a long time. They just can't help but give that fucker a loop of some sort.
  9. I'm not unless they really deviate from the comics. Rest of that plot sounds cliche as shit.
  10. Bang with sweet setups rather than mindless simple damage? No trolling. My body is ready for CS2. Pumped for this ninja.
  11. http://www.youtube.com/watch?v=pCLIg6WT7zM&playnext_from=TL&videos=Q6fEY_RXYbg EDIT: wtf this bird is awesome. http://www.youtube.com/watch?v=d81qFaoe010&feature=related AND THE THEME OF ZELDA'S LEGEND: http://www.youtube.com/watch?v=1CCXrIhc28M&feature=related
  12. Applicable times to use tree ult: any time it's off CD.
  13. He can low profile...a low normal. mymindisfuckingblown.jpg.
  14. http://www.youtube.com/watch?v=kpYWRIFmRcU Has potential...
  15. thestoryofmylife.jpg
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