hello there, lovely sin main. i have read the patch notes, but dont understand just what the sin patch means. would you be so kind as to explain it? how are you going to make this everyone else's problem? thank you so much 💙 🍖🦞🐟🍦🦎
YEEEEEEEEEEESSSSSSSSSSSSSS
HELLO my dear friend grin it APPEARS it is TIME FOR THE SIN CHANGES EXPLANATION!!!! i am going to go In Order from the patch notes and explain what's changing and what it does for me, a sin main!!!
first of all, his backdash. sin's backdash is NOTORIOUSLY terrible compared to the rest of the cast. a good backdash has a low crush hurtbox (meaning that there is a gap between the ground and where you can hit the character during the backdash), long invincibility (occasionally where you can't get hit but more importantly where you can't be thrown), and low recovery (you can act quicker after the backdash). sin had approximately NONE of these, having one of if not the longest-lasting backdashes in the entire game, meaning by the time your opponent has recovered from whatever you're backdashing away from, they can still punish YOU for making the right choice. the patch changes all of that, improving his hurtboxes, invincibility, and recovery!!!! so that's going to be amazing
next are his normals. most important of these (i think) is far slash, which is getting a reduced startup!!! currently, sin's far slash has a 13 frame startup which is frankly a bit insane considering it looks like this:
while THIS is an 11 frame startup far slash:
but the patch has changed his to 11, which is a much more standard number for a far slash, so that gives sin a faster tool for mid range where he likes to hang out in neutral. the rest are smaller changes, with his 5h and 6h receiving relatively minor changes that might change combo routes a bit, and the changes to his 2h likely allowing for more freedom and consistency within combos, which is something he really needs
with beak driver i was honestly really hoping that he would get less recovery or a better hurtbox, considering how easily he can be punished for it on block even at max range, but that didn't happen :( it did get increased damage scaling for the main special and the follow up, but whatever, it's chill
HAWK BAKER my BEST FRIEND my FAVORITE DP! due to the nature of the move, hawk baker is already one of the best dps in the game, because of how far forward it reaches, the fact that it does 2 hits in the main move, and the fact that you can enforce a mix after it if the opponent doesn't respond to it quick enough. they made that shit have a BIGGER HITBOX. THIS is his hitbox now:
it REACHES EVEN FURTHER DOWN. FUCK YES. the follow up attack for it also now launches higher and has less horizontal blowback on hit, which makes it easier to include in combos!!!
hoof stomp has been changed minimally, which unfortunately means it's still very easy to punish, but i think that's ok. i do wish they'd change the recovery so it isn't minus ON HIT, but again, we survive.
now ELK HUNT. love this move so much. it takes you like halfscreen and low profiles SO many things (aka goes under things with hitboxes that don't reach the ground, like that sin far slash you saw earlier), and now it has a lower startup, so it comes out FASTER, which will be absolutely amazing!!!! it's a really key part of sin's kit, and now it'll be even better and easier to use!!!
so the supers! first of all, tyrant barrel is now a lot easier to get the clean hit on. in this case, clean hit means that, on the second hit of tyrant barrel (which you can get by holding down the button and releasing it after the first hit, meaning you have to time it manually), if you hit within a certain frame, you get improved damage on said hit. it can also lead to a wallbreak from further away. now, that clean hit will be more lenient, so you don't have to aim for One Specific Frame, and you can hit within a small group of frames, which will make that a lot easier to pull off.
for both supers (R.T.L and tyrant barrel), there's a concept within sin's kit called a kara cancel. at the end of every special (minus eat), sin can perform a dash cancel, which is technically a special of its own called gazelle step. a kara cancel is the ability to cancel the startup of a move into something else, but typically carrying over aspects of the move you're cancelling. for sin's karas, they take him a bit further forward to perform the super, and more importantly, allow him to perform supers at the end of specials and combos strings. typically, this requires him to spend the stamina that he usually has to spend to do the dash cancel, but i BELIEVE after this patch, karas from gazelle step will no longer take stamina to perform!!! which is big, because kara cancels are really important, especially for sin to perform wallbreaks and get him more meter, which he loves to work with!!!
anyways, that's the gist of his changes, i know this was a lot, so if there was anything you need me to elaborate on, whether that's a specific term or concept or the changes for a specific move, just let me know and i'd be happy to :]
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