User:DarthPhallus: Difference between revisions

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Sandbox: [[User:DarthPhallus/Sandbox]]
Sandbox 1: [[User:DarthPhallus/Sandbox]]


Sandbox 2: [[User:DarthPhallus/Sandbox 2]]


==Beginner Combos==
Sandbox 3: [[User:DarthPhallus/Sandbox 3]]
{{BeginnerComboDef}}


==={{InvisibleText|Beginner {{clr|3|c.S}} Combo}}===
Sandbox 4: [[User:DarthPhallus/Sandbox 4]]
{{TheoryBox
| Title      = Beginner {{clr|3|c.S}} Combo
| Oneliner  = Works against any grounded opponent.
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = BeginnerCombo1
| Video      = GGST Zato Beginner BnB 1.mp4
| Recipe    = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|22H}}
| content    =
A simple combo, requiring no Eddie control, into moderate damage that also creates space for Zato to control.


Works on counter-hit and can be done from common jump-ins like {{clr|3|j.S}} and {{clr|4|j.H}}, if the {{clr|4|2S}} is omitted.
==Johnny Notes==
Oki:
;Throw
:Safejump Anywhere: Backdash, IAD j.H
:Corner Card Setup: 236P, dash, c.S Meaty


Can opt to safely {{MMC|game=GGST|input=214H|chara=Zato-1|label=Summon Eddie}} ({{clr|4|214H}}) afterward, a great way to get your neutral game started.
;6K 214S Ender: Seems like the height or maybe gravity scaling effects the oki.
}}
:Safejump Anywhere (After c.S BnB): IAD j.H
:After shorter sequences: 236H, c.S meaty


==={{InvisibleText|Beginner {{clr|2|5K}}/{{clr|2|2K}} Combo}}===
;Neutral Hit 6K > 214H:
{{TheoryBox
:Safejump Anywhere: IAD j.H
| Title      = Beginner {{clr|2|5K}}/{{clr|2|2K}} Combo
| Oneliner  = This is the win condition.
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = BeginnerCombo2
| Video      = GGST Zato Beginner BnB 2.mp4
| Recipe    = {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} > {{clr|4|214H}}
| content    =
May not seem like much, but this is one of Zato's best combos due to the strength of the okizeme he gets after a {{clr|5|2D}} knockdown.


At max range {{clr|5|2D}} may not connect after {{clr|2|2K}}, be careful with the range at which you choose to gatling into {{clr|5|2D}}. Will work off of most jump-ins, but {{clr|2|2K}} is often omitted for consistency.
;2K > 2D
:Corner Card + Safejump: > 236P, IAD j.H
:Midscreen: 236P, 214[X]~66~Cancel, c.S Meaty
:Anywhere Safejump: > 214S, forward jump, j.H


The {{MMC|game=GGST|input=214H|chara=Zato-1|label=Empty Eddie Summon}} ({{clr|4|214H}}) afterwards leaves you in the perfect position for Zato's strongest Okizeme, however the summon itself is not safe if {{clr|5|2D}} is blocked, so be sure to confirm the hit before commiting to the summon. Alternatively, {{clr|4|22H}} can be used to hit OTG and for more damage in exchange for oki.
==Useful Dustloop Stuff==
}}


==Core Combos==
* Compression commands for ffmpeg:
{{CoreComboDef}}
** GGST: ''ffmpeg -i [filename].filetype -ss 0:00.000 -to 0:00.000 -c:v libvpx -qmin 0 -qmax 40 -threads 4 -y -an [filename].webm''
** UMvC3: ''ffmpeg -i [filename].filetype -ss 0:00.000 -to 0:00.000 -c:v libvpx -qmin 0 -qmax 60 -threads 4 -y -an [filename].webm''
* Mediawiki Formatting Page: https://www.mediawiki.org/wiki/Help:Formatting
* Creating a Template:
** https://www.mediawiki.org/wiki/Help:Templates
** https://www.mediawiki.org/wiki/Template:If
** https://en.wikipedia.org/wiki/Help:Conditional_expressions#Using_#if
* Regex for find and replace of GGST Move Cards:
** Find: <pre><div class="attack-container">(.|\n)+?\|\}((.|\n)+?)\{\{CloseCard\}\}</pre>
** Replace: <nowiki>
{{GGST Move Card
|input=
|description=
$2
}}</nowiki>


==={{InvisibleText|CH "Oppose" BNB}}===
{{TheoryBox
| Title      = CH "Oppose" BNB
| Oneliner  = Learn this and you too, can play Zato
| Difficulty = {{clr|4|Hard}}
| Anchor    = CHOpposeBNB
| Video      = GGST Zato CH Oppose BnB.mp4
| Recipe    = {{clr|4|236H}} / {{clr|4|214H}}~{{clr|4|]H[}}, CH {{clr|4|2H}} > {{clr|3|214S}}, delay {{clr|3|]S[}}, delay {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|[6]c.S}} > {{clr|3|[3][S]}} > {{clr|4|[3][H]}}, delay {{clr|3|]S[}},{{clr|4|]H[}}, delay {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|22H}}
| content    =
This is the core of Zato's sandwich BNBs. There are many variations for damage or meter build as well as different ways to end the combo for the best oki, but this core sequence is the first you should learn.


The delay before releasing {{clr|3|S}} to get {{MMC|game=GGST|input=]S[|chara=Zato-1|label="Leap"}} can vary by how far / high in the air your opponent was when the {{clr|4|2H}} connected and if the {{MMC|game=GGST|input=214S|chara=Zato-1|label=214S}} hit or whiffed. If the opponent files over your head you delayed too little, if they fall too far and both hits of "Leap" do not connect, you delayed too much. {{clr|4|2H}} should be delayed to connect between the two hits of "Leap", this helps stabilize the combo in addition to adding some damage. Be sure to hold forward then down-forward during the middle {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} sequence as you need to move Eddie further away from Zato. You cannot move Eddie too far away, so it's easiest to just hold the directions.


Hitting this combo near to the corner can be tricky as you often cannot move Eddie far enough away for the "Leap" to not send the opponent over your head. Instead move Eddie towards Zato so "Leap" combos them into the corner.
<div class="mw-collapsible mw-collapsed">
}}
Input Coloring script
<div class="mw-collapsible-content">
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, /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|M|])(\bd.M+\b|\bd.[0-9]+M+\b|\bj.M+\b|\bc.M+\b|\bf.M+\b|\bj.[0-9]+M+\b(?!})|\bfl.[0-9]+M+\b(?!})|\[[0-9]+\][0-9]+M\b(?!})|\b[0-9]+\[M\](?!})|\bj.[0-9]+\[M\](?!})|[0-9]+M+\b(?!})|M+\b(?=\+)|\b(?<=[\`\~\/])M\b(?!\")|\b(?<=[\+\'\~])\bM+\b(?!\"))(?!\.[M-z]+)(?![\"\}}])/gm
, /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|H|])(\bd.H+\b|\bd.[0-9]+H+\b|\bj.H+\b|\bc.H+\b|\bf.H+\b|\bj.[0-9]+H+\b(?!})|\bfl.[0-9]+H+\b(?!})|\[[0-9]+\][0-9]+H\b(?!})|\b[0-9]+\[H\](?!})|\bj.[0-9]+\[H\](?!})|[0-9]+H+\b(?!})|H+\b(?=\+)|\b(?<=[\`\~\/])H\b(?!\")|\b(?<=[\+\'\~])\bH+\b(?!\"))(?!\.[H-z]+)(?![\"\}}])/gm
, /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|S|])(\bd.S+\b|\bd.[0-9]+S+\b|\bj.S+\b|\bc.S+\b|\bf.S+\b|\bj.[0-9]+S+\b(?!})|\bfl.[0-9]+S+\b(?!})|\[[0-9]+\][0-9]+S\b(?!})|\b[0-9]+\[S\](?!})|\bj.[0-9]+\[S\](?!})|[0-9]+S+\b(?!})|S+\b(?=\+)|\b(?<=[\`\~\/])S\b(?!\")|\b(?<=[\+\'\~])\bS+\b(?!\"))(?!\.[S-z]+)(?![\"\}}])/gm
, /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|A1|])(\bd.A1+\b|\bd.[0-9]+A1+\b|\bj.A1+\b|\bc.A1+\b|\bf.A1+\b|\bj.[0-9]+A1+\b(?!})|\bfl.[0-9]+A1+\b(?!})|\[[0-9]+\][0-9]+A1\b(?!})|\b[0-9]+\[A1\](?!})|[0-9]+A1+\b(?!})|A1+\b(?=\+)|\b(?<=[\`\~\/])A1\b(?!\")|\b(?<=[\+\'\~])\bA1+\b(?!\"))(?!\.[A1-z]+)(?![\"\}}])/gm
, /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|A2|])(\bd.A2+\b|\bd.[0-9]+A2+\b|\bj.A2+\b|\bc.A2+\b|\bf.A2+\b|\bj.[0-9]+A2+\b(?!})|\bfl.[0-9]+A2+\b(?!})|\[[0-9]+\][0-9]+A2\b(?!})|\b[0-9]+\[A2\](?!})|[0-9]+A2+\b(?!})|A2+\b(?=\+)|\b(?<=[\`\~\/])A2\b(?!\")|\b(?<=[\+\'\~])\bA2+\b(?!\"))(?!\.[A2-z]+)(?![\"\}}])/gm
];
const subst = [
`{{clr|L|$1}}`  ,
`{{clr|M|$1}}`  ,
`{{clr|H|$1}}`  ,
`{{clr|S|$1}}`  ,
`{{clr|A1|$1}}` ,
`{{clr|A2|$1}}`
];


Second core combo concept? CH 2S / 5H / 2D > Pierce corner carry into a wallbreak?
var result=str;
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navigator.clipboard.writeText(result);
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<h1 style="white-space: pre-wrap; color:white"><span style="font-size:50px">This is to convert Wiki from<br>non-colored inputs to colored inputs.</span><br>
Copy and paste the text in here, click "Convert Text", and the color coded text will automatically be saved to your clipboard. Just paste it over the non-colored text and save changes.
 
Remember: This will cover MOST cases, but not all. Before saving changes, manually review it with "Show Preview".
 
This will work for: UMvC3
Adapted from Wakeup720's script for Dustloop Wiki</h1>
 
<textarea id="textFromUser" style="white-space: pre-wrap" rows="20" cols="80"></textarea><br>
<button id="TextFromUserButton" onclick="ColorText()">Convert Text</button>
</body>
</html></nowiki>
</div></div>
 
==Todo List==
# Check if Zato 2K 2D 214H 6K is actually a 9f safejump
# Finish Updating move descriptions on Zato's overview
## Need to framecount Drills, how long is each drill active? when does the next one spawn? How much recovery for Eddie?
## Also find recovery for Oppose when Eddie doesn't die.
# Can I use new cancel window feature to show the cancel timings on Eddie moves?
# Does Clap Animation have different recovery from normal 236X for Zato?
# Recovery on Sunvoid? Currently just startup is listed. Also check startup cause I'm not sure the +14 is right.
## Check recovery on Amorphous too, video might have have the animation uncancelled.
# Finish Pierce RPS and record video on topic
# Create section on controlling Eddie under strategy.
# Change CharLinks-GGACR over to main CharLinks template
# Make Movecards for BatFan and Overture then remove AttackData and AttackInfo from Common.css
 
==Defense Practice==
* Reacting to corner jump in attempts with walk / dash under.
** c.S/5K > jump or IAD
** spaced jump / IAD in
** point blank neutral jumps.
* Reacting to universal, reactable options.
** Microdash throw / command throw
** 5D and 5[D]
* IBs / IBFDs
** Most easily on meaties like c.S.
** Also on common un-delayable strings like Ram Rekka 2 and Nago f.SS
* Character specific reactable options
** Anji Fujin followups, Gio 214S / 236K.
 
===Recording Sets===
* All start with a dash c.S. Can make it throw meaty c.S to practice IB/IBFD for increased difficulty.
# c.S dash throw
# c.S dash c.S
# c.S delayed frametrap (low is best)
# c.S j.H
# c.S 5D/5[D]
 
 
==Leverless Practice==
* Need to focus on SOCD DP ([6] > [2]+[4] > ]4[), 632146 Supers, SOCD Double QCF ([6] > 2+4 > 2+4)
** Sequence w/ Sin: {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|623S}}~{{clr|3|S}} > Dash, {{clr|2|2K}} > {{clr|4|6H}} > Super (Can practice both here)
* Wakeup DP and R.T.L P1 and P2.
* IBs on Wakeup.
 
==Sin Combo / Oki Notes==
New 5H Combo:
c.S 5H 623H~H~Dash c.S > ???
 
Just Frame Tyrant Barrel Oki:
Dash c.S
 
==Sin Drills==
* {{clr|2|236K}}~{{clr|2|K}} > Dash > Throw / {{clr|S|c.S}}
** Making sure the mix cannot be mashed on, alternate between the two options as they have different timings.
* Practice Post Super Wallbreak meaty 236K vs 214S.
 
==VOD Review Notes==
 
===Olipop===
* MICRO
** Meaty 6K > 236K is Wack, do Meaty 6K Delay 236H or 214S if I want to beat backdash or mix it up.
** Remember to 6P Beak Pressure, got hit by Beak > Beak a lot.
** After 236H~H against characters with big 2K/2Ps the only real options are backdash, block, DP, so not great.
** Just like 2H/5H after 2D/6H/6P Sin no longer has access to a low besides Elk so standblock > react to Elk with throw is strong.
 
* MACRO
** Establish RPS early on, in Sin's case dash cancel RPS. And see if they have a response prepared, if they don't, wait till they do. If they have a response, establish layer 2 immediately.
** Pay more attention to my meter / Stamina, several times I had meter to convert and didn't or didn't have the stamina to Kara Super but tried to anyways.
*** How am I spending my meter? Is 50 meter just to continue pressure really worth it in the long run?
** Establish more Delay Beak Frametraps after moves like 6H / 2H.
 
===PlantainPapi===
* MICRO
** Need to present more 214S vs Throw vs 6K vs delay 2S after c.S to establish offense.
 
* MACRO
** Don't commit to offense or approach without at least 2 Stamina.
** Burst later, my defensive options w/ Sin are strong I can wait longer and be more considerate of when to use my burst to avoid win cons.

Latest revision as of 03:29, 28 August 2023

Sandbox 1: User:DarthPhallus/Sandbox

Sandbox 2: User:DarthPhallus/Sandbox 2

Sandbox 3: User:DarthPhallus/Sandbox 3

Sandbox 4: User:DarthPhallus/Sandbox 4

Johnny Notes

Oki:

Throw
Safejump Anywhere: Backdash, IAD j.H
Corner Card Setup: 236P, dash, c.S Meaty
6K 214S Ender
Seems like the height or maybe gravity scaling effects the oki.
Safejump Anywhere (After c.S BnB): IAD j.H
After shorter sequences: 236H, c.S meaty
Neutral Hit 6K > 214H
Safejump Anywhere: IAD j.H
2K > 2D
Corner Card + Safejump: > 236P, IAD j.H
Midscreen: 236P, 214[X]~66~Cancel, c.S Meaty
Anywhere Safejump: > 214S, forward jump, j.H

Useful Dustloop Stuff


Input Coloring script

<!DOCTYPE html> <html> <body style="background-color:#333333"> <script> function ColorText(){ const str = document.getElementById("textFromUser").value; const regex = [ /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|L|])(\bd.L+\b|\bd.[0-9]+L+\b|\bj.L+\b|\bc.L+\b|\bf.L+\b|\bj.[0-9]+L+\b(?!})|\bfl.[0-9]+L+\b(?!})|\[[0-9]+\][0-9]+L\b(?!})|\b[0-9]+\[L\](?!})|\bj.[0-9]+\[L\](?!})|[0-9]+L+\b(?!})|L+\b(?=\+)|\b(?<=[\`\~\/])L\b(?!\")|\b(?<=[\+\'\~])\bL+\b(?!\"))(?!\.[L-z]+)(?![\"\}}])/gm , /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|M|])(\bd.M+\b|\bd.[0-9]+M+\b|\bj.M+\b|\bc.M+\b|\bf.M+\b|\bj.[0-9]+M+\b(?!})|\bfl.[0-9]+M+\b(?!})|\[[0-9]+\][0-9]+M\b(?!})|\b[0-9]+\[M\](?!})|\bj.[0-9]+\[M\](?!})|[0-9]+M+\b(?!})|M+\b(?=\+)|\b(?<=[\`\~\/])M\b(?!\")|\b(?<=[\+\'\~])\bM+\b(?!\"))(?!\.[M-z]+)(?![\"\}}])/gm , /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|H|])(\bd.H+\b|\bd.[0-9]+H+\b|\bj.H+\b|\bc.H+\b|\bf.H+\b|\bj.[0-9]+H+\b(?!})|\bfl.[0-9]+H+\b(?!})|\[[0-9]+\][0-9]+H\b(?!})|\b[0-9]+\[H\](?!})|\bj.[0-9]+\[H\](?!})|[0-9]+H+\b(?!})|H+\b(?=\+)|\b(?<=[\`\~\/])H\b(?!\")|\b(?<=[\+\'\~])\bH+\b(?!\"))(?!\.[H-z]+)(?![\"\}}])/gm , /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|S|])(\bd.S+\b|\bd.[0-9]+S+\b|\bj.S+\b|\bc.S+\b|\bf.S+\b|\bj.[0-9]+S+\b(?!})|\bfl.[0-9]+S+\b(?!})|\[[0-9]+\][0-9]+S\b(?!})|\b[0-9]+\[S\](?!})|\bj.[0-9]+\[S\](?!})|[0-9]+S+\b(?!})|S+\b(?=\+)|\b(?<=[\`\~\/])S\b(?!\")|\b(?<=[\+\'\~])\bS+\b(?!\"))(?!\.[S-z]+)(?![\"\}}])/gm , /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|A1|])(\bd.A1+\b|\bd.[0-9]+A1+\b|\bj.A1+\b|\bc.A1+\b|\bf.A1+\b|\bj.[0-9]+A1+\b(?!})|\bfl.[0-9]+A1+\b(?!})|\[[0-9]+\][0-9]+A1\b(?!})|\b[0-9]+\[A1\](?!})|[0-9]+A1+\b(?!})|A1+\b(?=\+)|\b(?<=[\`\~\/])A1\b(?!\")|\b(?<=[\+\'\~])\bA1+\b(?!\"))(?!\.[A1-z]+)(?![\"\}}])/gm , /(?<![\]\#\"\%\=\{{clr|[0-9]|\{{clr|A2|])(\bd.A2+\b|\bd.[0-9]+A2+\b|\bj.A2+\b|\bc.A2+\b|\bf.A2+\b|\bj.[0-9]+A2+\b(?!})|\bfl.[0-9]+A2+\b(?!})|\[[0-9]+\][0-9]+A2\b(?!})|\b[0-9]+\[A2\](?!})|[0-9]+A2+\b(?!})|A2+\b(?=\+)|\b(?<=[\`\~\/])A2\b(?!\")|\b(?<=[\+\'\~])\bA2+\b(?!\"))(?!\.[A2-z]+)(?![\"\}}])/gm ]; const subst = [ `{{clr|L|$1}}` , `{{clr|M|$1}}` , `{{clr|H|$1}}` , `{{clr|S|$1}}` , `{{clr|A1|$1}}` , `{{clr|A2|$1}}` ]; var result=str; for (i = 0; i < regex.length; i++) { result = result.replace(regex[i], subst[i]);} navigator.clipboard.writeText(result); document.getElementById("textFromUser").value = ""; } </script> <h1 style="white-space: pre-wrap; color:white"><span style="font-size:50px">This is to convert Wiki from<br>non-colored inputs to colored inputs.</span><br> Copy and paste the text in here, click "Convert Text", and the color coded text will automatically be saved to your clipboard. Just paste it over the non-colored text and save changes. Remember: This will cover MOST cases, but not all. Before saving changes, manually review it with "Show Preview". This will work for: UMvC3 Adapted from Wakeup720's script for Dustloop Wiki</h1> <textarea id="textFromUser" style="white-space: pre-wrap" rows="20" cols="80"></textarea><br> <button id="TextFromUserButton" onclick="ColorText()">Convert Text</button> </body> </html>

Todo List

  1. Check if Zato 2K 2D 214H 6K is actually a 9f safejump
  2. Finish Updating move descriptions on Zato's overview
    1. Need to framecount Drills, how long is each drill active? when does the next one spawn? How much recovery for Eddie?
    2. Also find recovery for Oppose when Eddie doesn't die.
  3. Can I use new cancel window feature to show the cancel timings on Eddie moves?
  4. Does Clap Animation have different recovery from normal 236X for Zato?
  5. Recovery on Sunvoid? Currently just startup is listed. Also check startup cause I'm not sure the +14 is right.
    1. Check recovery on Amorphous too, video might have have the animation uncancelled.
  6. Finish Pierce RPS and record video on topic
  7. Create section on controlling Eddie under strategy.
  8. Change CharLinks-GGACR over to main CharLinks template
  9. Make Movecards for BatFan and Overture then remove AttackData and AttackInfo from Common.css

Defense Practice

  • Reacting to corner jump in attempts with walk / dash under.
    • c.S/5K > jump or IAD
    • spaced jump / IAD in
    • point blank neutral jumps.
  • Reacting to universal, reactable options.
    • Microdash throw / command throw
    • 5D and 5[D]
  • IBs / IBFDs
    • Most easily on meaties like c.S.
    • Also on common un-delayable strings like Ram Rekka 2 and Nago f.SS
  • Character specific reactable options
    • Anji Fujin followups, Gio 214S / 236K.

Recording Sets

  • All start with a dash c.S. Can make it throw meaty c.S to practice IB/IBFD for increased difficulty.
  1. c.S dash throw
  2. c.S dash c.S
  3. c.S delayed frametrap (low is best)
  4. c.S j.H
  5. c.S 5D/5[D]


Leverless Practice

  • Need to focus on SOCD DP ([6] > [2]+[4] > ]4[), 632146 Supers, SOCD Double QCF ([6] > 2+4 > 2+4)
    • Sequence w/ Sin: c.S > 5H > 623S~S > Dash, 2K > 6H > Super (Can practice both here)
  • Wakeup DP and R.T.L P1 and P2.
  • IBs on Wakeup.

Sin Combo / Oki Notes

New 5H Combo: c.S 5H 623H~H~Dash c.S > ???

Just Frame Tyrant Barrel Oki: Dash c.S

Sin Drills

  • 236K~K > Dash > Throw / c.S
    • Making sure the mix cannot be mashed on, alternate between the two options as they have different timings.
  • Practice Post Super Wallbreak meaty 236K vs 214S.

VOD Review Notes

Olipop

  • MICRO
    • Meaty 6K > 236K is Wack, do Meaty 6K Delay 236H or 214S if I want to beat backdash or mix it up.
    • Remember to 6P Beak Pressure, got hit by Beak > Beak a lot.
    • After 236H~H against characters with big 2K/2Ps the only real options are backdash, block, DP, so not great.
    • Just like 2H/5H after 2D/6H/6P Sin no longer has access to a low besides Elk so standblock > react to Elk with throw is strong.
  • MACRO
    • Establish RPS early on, in Sin's case dash cancel RPS. And see if they have a response prepared, if they don't, wait till they do. If they have a response, establish layer 2 immediately.
    • Pay more attention to my meter / Stamina, several times I had meter to convert and didn't or didn't have the stamina to Kara Super but tried to anyways.
      • How am I spending my meter? Is 50 meter just to continue pressure really worth it in the long run?
    • Establish more Delay Beak Frametraps after moves like 6H / 2H.

PlantainPapi

  • MICRO
    • Need to present more 214S vs Throw vs 6K vs delay 2S after c.S to establish offense.
  • MACRO
    • Don't commit to offense or approach without at least 2 Stamina.
    • Burst later, my defensive options w/ Sin are strong I can wait longer and be more considerate of when to use my burst to avoid win cons.