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<rss version="2.0"><channel><title>Archive Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/105-archive/</link><description>Archive Latest Topics</description><language>en</language><item><title>[CSE] Jin Combo Thread (Updated: 7/19)</title><link>https://www.forums.dustloop.com/forums/topic/4127-cse-jin-combo-thread-updated-719/</link><description><![CDATA[
<p><strong><span style="color:#FF0000;">IMPORTANT: </span></strong><strong>The main purpose of this thread is to post optimal combos and discussing ways of improving those optimal combos. Please keep the discussion on-topic and take all other type of discussion to their respective threads... or else </strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_arg.gif" alt=":arg:"><strong> </strong></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Notation and Abbreviations</b></div><p>
66 - Dash/Micro-dash</p><p>
AD - Air Dash</p><p>
DC - Dash Cancel</p><p>
DP - Dragon Punch/623</p><p>
GB - Gold Burst</p><p>
IAD - Instant Air Dash</p><p>
JC - Jump Cancel</p><p>
j./sj. - jump/super jump</p><p>
RC - Rapid Cancel</p><p>
[AA] - Anti-air, air-to-air, or air hit</p><p>
[sO] - Standing Opponent </p><p>
[CO] - Crouching opponent</p><p>
CH - Counter Hit</p><p>
FC - Fatal Counter Hit</p><p>
[N)] - Indicates alternative enders for combos</p><p>
(<span style="color:#FF0000;">Damage</span>/<span style="color:#0000CD;">Heat</span>) - Indicates the amount of damage that the combo will do and the amount of Heat gained from the combo. </p><p>
[Corner/Side Swap] - This combo will have it so that the opponent will trade spots with you. </p><p>
[D1] - This combo must be done at the perfect range mid-screen, at which point you'll do 214A/j.214A and you'll be able to follow-up with without the need of having to dash backwards. Check the "General Notes" section for further reading. </p><p>
[D2] - You'll have to either dash or walk backwards in order to follow up the 214A/j.214A. Check the "General Notes" section for further reading. </p><p>
<span style="color:#DAA520;">Gold Colored Combos</span> - This combo is the best combo to be used in this section of the screen. Good balance in terms of damage, Heat gain, knockdown, and screen carriage. It is also a combo that works on the entire cast and in any section of the screen.</p><p>
<span style="color:#008000;">Green Colored Combos</span> - This combo is character specific and it doesn't work against Lambda, Makoto, Noel, Ragna, Litchi, and Relius.</p><p>
<span style="color:#008080;">Teal Colored Combos </span>- This combo needs to be altered according to your current position in the screen from mid-screen to close to the corner. This combo will take place at the match start position in general. Check the "General Notes" section for further reading. </p><p>
<span style="color:#FF0000;">Red Colored Combos</span> - This combo requires an EX move (25 Heat) for it to work.</p><p>
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_toot.gif" alt=":toot:"> - When you see this creature from hell, you will be doing a simpler variation of the combo above it.</p><p>
</p></div><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><span style="text-decoration:underline;"><strong>2.) Combo Ender Options</strong></span></p></div><p></p><p>
</p><p>
Here's a list of the common combo enders depending on the character that you are fighting and according to your position in the screen.</p><p>
  </p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>2A.) Meterless Combo Enders</b></div><p>
</p><p>
<strong>Universal 214C Enders:</strong></p><p>
</p><p>
6C &gt; 214C (anywhere) - 16 Heat</p><p>
3C &gt; 623B &gt; 214C (near the corner) - 19 Heat</p><p>
3C &gt; 214A &gt; 623B &gt; 214C (in the corner) - 23 Heat</p><p>
</p><p>
<strong>Universal 214A Enders:</strong></p><p>
</p><p>
3C &gt; 214A (anywhere) - 7 Heat</p><p>
3C &gt; 214A &gt; 214A (in the corner) - 11 Heat</p><p>
3C &gt; 623B &gt; 66 6A &gt; 3C &gt; 214A (near the corner) - 16 Heat</p><p>
3C &gt; 623B &gt; 66 6A &gt; 3C &gt; 214A &gt; 214A (near the corner) - 21 Heat</p><p>
3C &gt; 214A &gt; 623B &gt; 66 6A &gt; 3C &gt; 214A - (in the corner) 21 Heat</p><p>
</p><p>
<strong>Specific 214C Enders - Impossible on Lambda, Litchi, Makoto, Noel, Ragna, and Relius:</strong></p><p>
</p><p>
3C &gt; 214C (anywhere) - 15 Heat</p><p>
3C &gt; 214A &gt; 3C &gt; 214C (in the corner) - 22 Heat</p><p>
3C &gt; 623B &gt; 66 6A &gt; 3C &gt; 214C (near the corner) - 24 Heat</p><p>
3C &gt; 214A &gt; 623B &gt; 66 6A &gt; 3C &gt; 214C (in the corner) - 29 Heat</p><p>
3C &gt; 214A &gt; 3C &gt; 623B &gt; 66 6A &gt; 3C &gt; 214C (in the corner) - 31 Heat</p><p>
3C &gt; 623B &gt; 66 6A &gt; 3C &gt; 214A &gt; 3C &gt; 214C (near the corner) - 31 Heat</p><p>
</p><p>
<strong>Specific 214A Enders - Impossible on Noel, Rachel, Tager, and Tsubaki:</strong></p><p>
</p><p>
3C &gt; 214A &gt; 3C &gt; 214A (in the corner) - 14 Heat</p><p>
3C &gt; 214A &gt; 3C &gt; 623B &gt; 66 6A &gt; 3C &gt; 214A (in the corner) - 23 Heat</p><p>
3C &gt; 623B &gt; 66 6A &gt; 3C &gt; 214A &gt; 3C &gt; 214A (near the corner) - 23 Heat</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>2B.) Meter Dependent Enders</b></div><p>
</p><p>
<strong>The Ice Wave x2 Ender</strong></p><p>
</p><p>
If you're in the corner doing a DP loop combo and you're willing to burn some meter in exchange for high damage then instead of doing the standard 5C &gt; 2C &gt; j.C &gt; j.D Ender, you're gonna wanna do <strong>5C &gt; Backwards j.C &gt; j.D &gt; 5C &gt; Ice Wave x2</strong>. This is the best way to add damage to your corner combos now that Ice Arrow has been nerfed to oblivion.</p></div> <p>
</p><p>
</p><p></p><div style="text-align:center;"><p><span style="text-decoration:underline;"><strong>3.) Combos</strong></span></p></div><p></p><p>
</p><p>
<span style="text-decoration:underline;"><strong>3A.) Combos from A Moves:</strong></span></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>5A/2A</b></div><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><strong><span style="text-decoration:underline;">Mid-screen:</span></strong></p></div><p></p><p>
</p><p>
</p><ul><li><span style="color:#008000;">5A/2A &gt; 5B &gt; 5C &gt; Sekkajin &gt; 66 5C &gt; 2C &gt; sj.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; 3C &gt; 214C</span> (<span style="color:#FF0000;">2370</span>/<span style="color:#0000FF;">45</span>)<br></li><li><span style="color:#008000;">5A/2A &gt; 5B &gt; 5C &gt; Sekkajin &gt; 66 6C &gt; 2D &gt; j.2C &gt; j.C &gt; 66 5B &gt; 5C &gt; 3C &gt; 214C</span> (<span style="color:#FF0000;">2436</span>/<span style="color:#0000FF;">45</span>)<br></li><li><span style="color:#DAA520;">5A/2A &gt; 5B &gt; 5C &gt; Sekkajin &gt; 66 j.C &gt; j.2C &gt; j.D &gt; 6C &gt; 214C </span>(<span style="color:#FF0000;">2261</span>/<span style="color:#0000FF;">37</span>)<br><br><strong>Crouching Opponent</strong><br><br><ul><li>[CO] 5A/2A &gt; 5B &gt; 5C &gt; 6C &gt; 2D &gt; 66 6B &gt; Sekkajin &gt; 6C &gt; 214C (<span style="color:#FF0000;">2378</span>/<span style="color:#0000FF;">38</span>)<br></li><li><span style="color:#008080;">[D1, CO] 5A/2A &gt; 5B &gt; 5C &gt; 6C &gt; DC &gt; j.C &gt; j.214A &gt; (Delayed) DP B &gt; (Delayed) 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B [1)3C &gt; 214C] or [2)5C &gt; 3C &gt; 214A]</span> (<span style="color:#FF0000;">2839 or 2774</span>/<span style="color:#0000CD;">51 or 46</span>)<br></li><li><span style="color:#008080;">[D2, CO] 5A/2A &gt; 5B &gt; 5C &gt; 6C &gt; DC &gt; j.C &gt; j.214A &gt; (Walk Back) 5C &gt; DP B &gt; (Delayed) 2C &gt; sj.D &gt; 66 5B &gt; [1)5C &gt; 3C &gt; 214C] or [2)2B &gt; 5C &gt; 3C &gt; 214A]</span> (<span style="color:#FF0000;">2734 or 2641</span>/<span style="color:#0000FF;">51 or 45</span>)<br><br><br><strong>Anti-Air</strong><br><br><ul><li><span style="color:#DAA520;">[AA, Close Hit] 5A/2A &gt; 5C &gt; j.2C &gt; j.D &gt; 66 5C &gt; Sekkajin &gt; 6C &gt; 214C </span>(<span style="color:#FF0000;">2223</span>/<span style="color:#0000FF;">35</span>)<br></li><li>[AA, Far Hit] 5A/2A &gt; 5C &gt; 2C &gt; sj.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; *214C (<span style="color:#FF0000;">2331</span>/<span style="color:#0000FF;">38</span>)<br>
*End the combo with 3C if 214C doesn't work<br><br><br><p></p><div style="text-align:center;"><p><strong><span style="text-decoration:underline;">Close to the Corner:</span></strong></p></div><p><br><br><em>Close</em><br><br></p><ul><li>[CO] 5A/2A &gt; 5B &gt; 5C &gt; 6C &gt; DC &gt; j.C &gt; j.214A &gt; 44 5C &gt; DP B &gt; (Delayed) 2C &gt; sj.D &gt; 66 5B &gt; [1)5C &gt; 3C &gt; 214C] or [2)2B &gt; 5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">2734 or 2641</span>/<span style="color:#0000FF;">51 or 45</span>)<br></li><li>[AA] 5A/2A &gt; 5C &gt; 6C &gt; DC &gt; sj.C &gt; j.D &gt; AD &gt; j.2C &gt; j.C &gt; *(66 5B) &gt; 66 3C &gt; DP B &gt; 66 6A &gt; [1)3C &gt; 214A &gt; 3C &gt; 214C] or [2)3C &gt; 214A &gt; 3C &gt; 214A] or [3)3C &gt; 214Ax2] (<span style="color:#FF0000;">2799 or 2693 or 2628</span>/<span style="color:#0000FF;">51 or 45 or 43</span>)<br>
*Add that extra 5B for alternate enders 2 and 3<br><br><em>Closer</em><br><br><ul><li>5A/2A &gt; 5B &gt; 5C &gt; Sekkajin &gt; 66 6C &gt; DC &gt; 214A &gt; 44 2C &gt; j.D &gt; 66 5B &gt; 3C &gt; DP B &gt; 214C (<span style="color:#FF0000;">2482</span>/<span style="color:#0000FF;">48</span>)<br></li><li><span style="color:#FF0000;">5A/2A &gt; 5C &gt; 5D &gt; 214D &gt; 66 6C &gt; DC &gt; 214A &gt; 44 2C &gt; DP B &gt; 66 6A &gt; 3C &gt; 214A/214C</span> (<span style="color:#FF0000;">2550 or 2374</span>/<span style="color:#0000FF;">20 or 28</span>)<br><br><em>Even Closer</em><br><br><ul><li>5A/2A &gt; 5B &gt; 5C &gt; DP B &gt; 66 6C &gt; DC &gt; 214A &gt; 44 2C &gt; 6C &gt; 6D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; [1)3C &gt; 214C] or [2)5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">2878 or 2813</span>/<span style="color:#0000FF;">52 or 46</span>)<br></li><li>[CO] 5A/2A &gt; 5B &gt; 5C &gt; 6C &gt; DC &gt; DP B &gt; 6B &gt; 214A &gt; 44 5C &gt; 2C &gt; j.D &gt; 66 5B &gt; [1)5C &gt; 3C &gt; 214C] or [2)2B &gt; 5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">2815 or 2720</span>/<span style="color:#0000FF;">51 or 45</span>)<br><br><p></p><div style="text-align:center;"><p><strong><span style="text-decoration:underline;">In the Corner:</span></strong></p></div><p><br><br></p><ul><li>5A/2A &gt; 5B &gt; 5C &gt; DP B &gt; (Delayed) 6C &gt; (Delayed) 214A &gt; 44 2C &gt; 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B &gt; [1)3C &gt; 214C] or [2)5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">2878 or 2813</span>/<span style="color:#0000FF;">52 or 46</span>)<br></li><li>5A/2A &gt; 5B &gt; 5C &gt; DP B &gt; 6B &gt; j.214A &gt; 44 5C &gt; 2C &gt; sj.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; [1)3C &gt; 214C] or [2)5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">2729 or 2665</span>/<span style="color:#0000FF;">50 or 45</span>)<br></li><li>5A/2A &gt; 5C &gt; DP B &gt; (Delay) 66 6C &gt; (Delay) 214A &gt; 44 2C &gt; 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 5B &gt; [1)5C &gt; 3C &gt; 214C] or [2B &gt; 5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">3024 or 2923</span>/<span style="color:#0000FF;">52 or 46</span>)<br></li><li>[CO] 5A/2A &gt; 5B &gt; 5C &gt; 6C &gt; DC &gt; DP B &gt; 6B &gt; 214A &gt; 44 5C &gt; 2C &gt; j.D &gt; 66 5B &gt; [1)5C &gt; 3C &gt; 214C] or [2)2B &gt; 5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">2815 or 2720</span>/<span style="color:#0000FF;">51 or 45</span>)<br></li><li>[AA] 5A/2A &gt; 5C &gt; DP B &gt; 66 6C &gt; DP C &gt; 5B &gt; 5C &gt; 2C &gt; sj.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214Ax2 (<span style="color:#FF0000;">3169</span>/<span style="color:#0000FF;">53</span>)<br></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></li></ul></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>6A</b></div><br><br><p></p><div style="text-align:center;"><p><strong><span style="text-decoration:underline;">Mid-screen:</span></strong></p></div><p><br><br><strong>6A CH</strong><br><br></p><ul><li><span style="color:#008000;">6A CH &gt; 66 5B &gt; 5C &gt; Sekkajin &gt; 66 5C &gt; 2C &gt; sj.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; 3C &gt; 214C</span> (<span style="color:#FF0000;">3001</span>/<span style="color:#0000CD;">46</span>)<br></li><li><span style="color:#DAA520;">6A CH &gt; 66 5B &gt; 5C &gt; 6C &gt; 2D &gt; 66 6B &gt; Sekkajin &gt; 6C &gt; 214C</span> (<span style="color:#FF0000;">3012</span>/<span style="color:#0000CD;">40</span>)<br></li><li><span style="color:#008080;">[D1] 6A CH &gt; 66 5B &gt; 5C &gt; 6C &gt; DC &gt; j.C &gt; j.214A &gt; (Delayed) DP B &gt; (Delayed) 2C &gt; 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B [1)3C &gt; 214C] or [2)5C &gt; 3C &gt; 214A]</span> (<span style="color:#FF0000;">3613 or 3548</span>/<span style="color:#0000CD;">56 or 51</span>)<br></li><li><span style="color:#008080;">[D2] 6A CH &gt; 66 5B &gt; 5C &gt; 6C &gt; DC &gt; j.C &gt; j.214A &gt; (Walk Back) 5C &gt; DP B &gt; (Delayed) 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B &gt; [1)3C &gt; 214C] or [2)5C &gt; 3C &gt; 214A] </span>(<span style="color:#FF0000;">3545 or 3483</span>/<span style="color:#0000FF;">56 or 51</span>)<br><br><br><strong>6A RC</strong><br><br><ul><li><span style="color:#DAA520;">6A &gt; RC &gt; 66 5C &gt; 6C &gt; 2D &gt; 66 6B &gt; *66 5C &gt; Sekkajin &gt; 6C &gt; 214C</span> (<span style="color:#FF0000;">3108</span>/<span style="color:#0000FF;">27~</span>)<br>
*The 66 5C link after 6B is relatively tight, it might be in your best interest to omit it. <br></li><li>6A &gt; RC &gt; 66 5C &gt; 2C &gt; 6C &gt; 2D &gt; j2C &gt; jC &gt; 66 Sekkajin &gt; 6C &gt; 214C (<span style="color:#FF0000;">3242</span>/<span style="color:#0000FF;">28~)</span><br>
*This combo doesn't work on Carl and Platinum, the following or the above combo are preferred to use against them.<br></li><li><span style="color:#008000;">6A &gt; RC &gt; 66 5C &gt; Sekkajin &gt; 66 5C &gt; 2C &gt; sj.2C &gt; j.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; 5C &gt; 3C &gt; 214C</span> (<span style="color:#FF0000;">3154</span>/<span style="color:#0000CD;">38</span>)<br></li><li><span style="color:#008080;">[D1] 6A &gt; RC &gt; 66 5C &gt; 6C &gt; DC &gt; j.C &gt; 214A &gt; (Delayed) DP B &gt; (Delayed) 2C &gt; 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B [1)5C &gt; 3C &gt; 214C] or [2)2B &gt; 5C &gt; 3C &gt; 214A] </span>(<span style="color:#FF0000;">3780 or 3680</span>/<span style="color:#0000CD;">43 or 37~</span>)<br></li><li><span style="color:#008080;">[D2] 6A &gt; RC &gt; 66 5C &gt; 6C &gt; DC &gt; j.C &gt; j.214A &gt; (Walk Back) 5C &gt; DP B &gt; (Delayed) 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B &gt; [1)5C &gt; 3C &gt; 214C] or [2)2B &gt; 5C &gt; 3C &gt; 214A]</span> (<span style="color:#FF0000;">3696 or 3598</span>/<span style="color:#0000CD;">41 or 34</span>)<br></li></ul><p></p><p>
</p><p>
<strong>Air Hit</strong></p><p>
</p><p>
</p><p>
[*]<span style="color:#DAA520;">[Air Hit] 6A &gt; 66 2B &gt; 5C &gt; j.2C &gt; j.D &gt; 66 5C &gt; Sekkajin &gt; 66 6C &gt; 214C</span> (<span style="color:#FF0000;">2788</span>/<span style="color:#0000CD;">38</span>)</p><p>
[*]<span style="color:#008000;">[Air Hit] 6A &gt; 2B &gt; 5C &gt; sj.2C &gt; j.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; 5C &gt; 3C &gt; 214C</span>(<span style="color:#FF0000;">2860</span>/<span style="color:#0000CD;">39</span>)</p><p>
</p><p></p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><strong><span style="text-decoration:underline;">Close to the Corner:</span></strong></p></div><p></p><p>
</p><p>
<em>Close</em></p><p>
</p><p>
</p><p>
[*]6A CH &gt; 66 5B &gt; 5C &gt; 6C &gt; DC &gt; j.C &gt; j.214A &gt; 44 5C &gt; DP B &gt; (Delayed) 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B &gt; [1)3C &gt; 214C] or [2)5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">3545 or 3483</span>/<span style="color:#0000FF;">56 or 51</span>)</p><p>
[*]6A &gt; RC &gt; 66 5C &gt; 6C &gt; DC &gt; j.C &gt; j.214A &gt; 44 5C &gt; DP B &gt; (Delayed) 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B &gt; [1)5C &gt; 3C &gt; 214C] or [2)2B &gt; 5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">3696 or 3598</span>/<span style="color:#0000CD;">41 or 34</span>)</p><p>
[*][Air Hit] 6A &gt; 2B &gt;  5C &gt; sj.2C &gt; j.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; 5C &gt; 3C &gt; DP B &gt; 214C (<span style="color:#FF0000;">2975</span>/<span style="color:#0000CD;">43</span>)</p><p></p><p>
</p><p>
<em>Closer</em></p><p>
</p><p>
</p><p>
[*]6A CH &gt; 66 5B &gt; 5C &gt; 6C &gt; DC &gt; 214A &gt; 44 2C &gt; DP B &gt; (Delayed) 2C &gt; 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B &gt; [1)3C &gt; 214C] or [2)5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">3617 or 3552</span>/<span style="color:#0000CD;">56 or 51</span>)</p><p>
</p><p></p><p>
</p><p>
<em>Even Closer</em></p><p>
</p><p>
</p><p>
[*]6A &gt; RC &gt; 66 5C &gt; 6C &gt; DC &gt; DP B &gt; (Delayed) 2C &gt; 6C &gt; DP C &gt; 5B &gt; 5C &gt; 2C &gt; j.D &gt; 66 5B &gt; [1)5C &gt; 3C &gt; 214C] or [2)2B &gt; 5C &gt; 3C &gt; 214Ax2] (<span style="color:#FF0000;">4048 or 3999</span>/<span style="color:#0000FF;">40 or 38</span>)</p><p>
</p><p></p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><strong><span style="text-decoration:underline;">In the Corner:</span></strong></p></div><p></p><p>
</p><p>
</p><p>
[*]6A CH &gt; 66 5B &gt; 5C &gt; 6C &gt; (Delayed) 214A &gt; 44 2C &gt; DP B &gt; (Delayed) 2C &gt; 6C &gt; 6D &gt; IAD j.2C &gt; j.C &gt; 66 5B &gt; [1)3C &gt; 214C] or [2)5C &gt; 3C &gt; 214A] (<span style="color:#FF0000;">3617 or 3552</span>/<span style="color:#0000CD;">56 or 51</span>)</p><p>
[*]6A &gt; RC &gt; 66 5C &gt; 6C &gt; DP B &gt; 66 6C &gt; DP C &gt; 5B &gt; 5C &gt; 2C &gt; sj.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214Ax2 (<span style="color:#FF0000;">4072</span>/<span style="color:#0000CD;">43</span>)</p><p>
[*][Air Hit] 6A &gt; 3C &gt; DP B &gt; 66 5C &gt; 6C &gt; DP C &gt; 5B &gt; 5C &gt; 2C &gt; sj.D &gt; AD &gt; j.2C &gt; j.C &gt; 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214Ax2 (<span style="color:#FF0000;">3798</span>/<span style="color:#0000CD;">57</span>)</p><p>
</p><p></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>j.A</b></div><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><strong><span style="text-decoration:underline;">Mid-screen:</span></strong></p></div><p></p><p>
</p><p>
</p><p>
[*][Air-to-Air] j.A &gt; j.2C &gt; j.D &gt; (Land) 66 5B &gt; 5C &gt; Sekkajin &gt; 6C &gt; 214C (<span style="color:#FF0000;">2421</span>/<span style="color:#0000CD;"><span style="color:#0000CD;">34</span></span>)</p><p>
[*]<span style="color:#008080;">[D1, Air-to-Air] j.A &gt; j.2C &gt; j.D &gt; (Land) 66 6C &gt; DC &gt; j.C &gt; j.214A &gt; (Delayed) 2C &gt; DP B &gt; 66 6A &gt; 3C &gt; DP B &gt; 214C</span> (<span style="color:#FF0000;">2882</span>/<span style="color:#0000CD;">46</span>)</p><p>
[*]<span style="color:#008080;">[D2, Air-to-Air] j.A &gt; j.2C &gt; j.D &gt; (Land) 6C &gt; DC &gt; j.C &gt; j.214A &gt; (Walk Back) 5C &gt; DP B &gt; 66 6A &gt; 3C &gt; DP B &gt; 214C</span> (<span style="color:#FF0000;">2843</span>/<span style="color:#0000CD;">46</span>)</p><p>
</p><p></p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><strong><span style="text-decoration:underline;">Close to the Corner:</span></strong></p></div><p></p><p>
</p><p>
</p><p>
[*][Air-to-Air] j.A &gt; j.2C &gt; j.D &gt; (Land) 6C &gt; DC &gt; j.C &gt; j.214A &gt; 44 5C &gt; DP B &gt; 66 6A &gt; 3C &gt; DP B &gt; 214C (<span style="color:#FF0000;">2843</span>/<span style="color:#0000CD;">46</span>)</p><p>
</p><p></p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><strong><span style="text-decoration:underline;">In the Corner:</span></strong></p></div><p></p><p>
</p><p>
</p><p>
[*][Air-to-Air] j.A &gt; j.2C &gt; j.D &gt; (Land) 6C &gt; DP B &gt; 66 6C &gt; DP C &gt; 5B &gt; 5C &gt; 2C &gt; DP C (<span style="color:#FF0000;">3249</span>/<span style="color:#0000CD;">37</span>)</p><p>
</p><p></p></div></li></ul></div>
]]></description><guid isPermaLink="false">4127</guid><pubDate>Wed, 21 Dec 2011 12:12:53 +0000</pubDate></item><item><title>[CSE] Jin vs Noel</title><link>https://www.forums.dustloop.com/forums/topic/4176-cse-jin-vs-noel/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Medium Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Close Quarters: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
<strong>Her Offense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
<strong>Her Defense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p>
]]></description><guid isPermaLink="false">4176</guid><pubDate>Mon, 02 Jan 2012 00:48:57 +0000</pubDate></item><item><title>[CSE] Jin vs Litchi</title><link>https://www.forums.dustloop.com/forums/topic/4178-cse-jin-vs-litchi/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Medium Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Close Quarters: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
<strong>Her Offense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
<strong>Her Defense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p>
]]></description><guid isPermaLink="false">4178</guid><pubDate>Mon, 02 Jan 2012 00:49:13 +0000</pubDate></item><item><title>[CSE] Jin Combo Thread (TL;DR Version, 90% Finished)</title><link>https://www.forums.dustloop.com/forums/topic/6536-cse-jin-combo-thread-tldr-version-90-finished/</link><description><![CDATA[
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Notations</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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<div style="display: none;">
<div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Notations</b></div><br><br>
[table=width: 700, align: center]<br><tr><br><td><strong>General Notations Used</strong></td><br><td><strong>Guide Specific Notations Used</strong></td><br></tr><br><tr><br><td>[table=width: 350, class: grid, align: center]<br></td></tr><tr><br><td><strong>&gt;</strong></td><br><td>Gatling/cancel the previous move into the following move.</td><br></tr><br><tr><br><td><strong>,</strong></td><br><td>Link the previous move into the following move.</td><br></tr><br><tr><br><td><strong>j</strong></td><br><td>Jump</td><br></tr><br><tr><br><td><strong>sj</strong></td><br><td>Super Jump</td><br></tr><br><tr><br><td><strong>AD</strong></td><br><td>Air Dash</td><br></tr><br><tr><br><td><strong>IAD</strong></td><br><td>Instant Air Dash</td><br></tr><br><tr><br><td><strong>JC</strong></td><br><td>Jump Cancel</td><br></tr><br><tr><br><td><strong>DP</strong></td><br><td>Dragon Punch/623X</td><br></tr><br><tr><br><td><strong>TK</strong></td><br><td>The "Tiger Knee" motion. What this means is that you'll be using an aerial attack as low to the ground as possible. An example is Jin's j.236C, if you do j.2369C, you'll fire the ice blade as low to the ground as possible.</td><br></tr><br><tr><br><td><strong>CH</strong></td><br><td>Counter Hit</td><br></tr><br><tr><br><td><strong>FC</strong></td><br><td>Fatal Counter</td><br></tr><br><tr><br><td><strong>RC</strong></td><br><td>Rapid Cancel</td><br></tr><br><tr><br><td><strong>GB</strong></td><br><td>Gold Burst</td><br></tr><br><tr><br><td><strong>[ ]</strong></td><br><td>Hold Input</td><br></tr><br><tr><br><td><strong>(N)</strong></td><br><td>Use the specific hit of a multi-hit attack.</td><br></tr><br><tr><br><td><strong>[???] xN</strong></td><br><td>Repeat ??? N amount of times.</td><br></tr><br>
[/table]<br><td>[table=width: 350, class: grid, align: center]<br></td><tr><br><td><strong>c.</strong></td><br><td>The attack must be used as close to the opponent as possible.</td><br></tr><br><tr><br><td><strong>f.</strong></td><br><td>The attack must be used as far away from the opponent as possible.</td><br></tr><br><tr><br><td><strong>[sS]</strong></td><br><td>Side Swap combo</td><br></tr><br><tr><br><td><strong>[CO]</strong></td><br><td>Crouching Opponent</td><br></tr><br><tr><br><td><strong>[AA]</strong></td><br><td>Anti-air or Air-to-Air</td><br></tr><br><tr><br><td><strong>[RP]</strong></td><br><td>Roll Punish</td><br></tr><br>
[/table]<br><br>
[/table]<br></div>
</div>
</div>
</div><br><br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Full Screen Combo Routes</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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<div style="display: none;">
<p></p><div style="text-align:center"><p><span style="text-decoration:underline"><strong>Full Screen Combo Routes</strong></span></p></div><p><br><br></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Universal Combos</b></div><br>
<strong>Sekkajin (Weak Starter): ... 5B &gt; 5C &gt; Sekkajin, 66 j.C &gt; j.2C &gt; j.D, 6C &gt; 214C</strong><br><br><ul><li>This combo route should be used from 5A, 2A, and j.C.<br>
<br><br>
<strong>Sekkajin (Moderate Starter): ... 5B &gt; 5C &gt; Sekkajin, 66 5C &gt; j.2C &gt; j.C &gt; j.D, 6C &gt; 214C</strong><br><br><ul><li>This combo route should be used from 6A CH, 2B, 5C CH &gt; 6B, j.B and j.2C. <br>
<br><br>
<strong>Sekkajin (Heavy Starter): ... 5B &gt; 5C &gt; Sekkajin, 66C &gt; 2D, 66B &gt; Sekkajin, 6C &gt; 214C</strong><br><br><ul><li>This combo route should be used from 5B, 6B, j.B CH and j.2C. 
</li><li>From j.B CH and j.2C, omit the initial 5B and go straight into 66 5C &gt; Sekkajin.<br>
<br><br>
<strong>CH into 2D: [CH] ... [6C &gt; 2D] or [5C CH &gt; 2D], j.2C &gt; j.C, 66 5B &gt; 5C &gt; Sekkajin, 6C &gt; 214C</strong><br><br><ul><li>This combo route should be used from a close 6C, 5C CH and 5B(1) CH as well as 6B CH and j.2C CH.
</li><li>From a 6B CH and j.2C CH, confirm with 66C &gt; 2D.
</li><li>From 6C and 6B CH, add a 66 2B before the initial 5B.
</li><li>From a 5C CH, if the opponent is really close to you when you started this combo, then use the [6C &gt; 2D] chain. If they're far away from you, use the [5C CH &gt; 2D] chain.<br>
<br><br>
<strong>3C CH, 66 2B &gt; 5C &gt; sj.2C &gt; j.D &gt; AD j.2C &gt; j.C, Sekkajin, 6C &gt; 214C</strong><br><br>
<strong>DP C CH, 66 5C &gt; j.2C &gt; j.C &gt; j.D, 6C &gt; 214C</strong></li></ul></li></ul></li></ul></li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Character Specific Combos</b></div> <br>
<strong>Sekkajin (Weak Starter): ... 5B &gt; 5C &gt; Sekkajin, 66 5C &gt; 2C &gt; sj.D, AD j.2C &gt; j.C, 66 5B &gt; 3C &gt; 214C</strong><br><br><ul><li>This combo route should be used from 2A, 5A, 6A CH, and 2B. 
</li><li>This combo route does not work against Makoto, Noel, Lambda, Litchi, Ragna, and Relius.<br>
<br><br>
<strong>Sekkajin (Moderate Starter): ... 5B &gt; 5C &gt; Sekkajin, 66 5C &gt; 2C &gt; sj.D, AD j.2C &gt; j.C, 66 5B &gt; </strong><span style="text-decoration:underline"><strong>5C</strong></span><strong> &gt; 3C &gt; 214C</strong><br><br><ul><li>This combo route should be used from j.B and j.2C. 
</li><li>It can also be used from 6A RC and 5C CH &gt; 6B  but you'll have to omit the initial 5B and go straight into 66 5C &gt; Sekkajin. 
</li><li>This combo route does not work against Makoto, Noel, Lambda, Litchi, Ragna, and Relius. 
</li><li>This is basically the same combo as above, you just add a 5C to it.<br>
<br><br>
<strong>Sekkajin (Heavy Starter): ... 5B &gt; 5C &gt; Sekkajin, 66 5C &gt; 2C &gt; </strong><span style="text-decoration:underline"><strong>sj.2C</strong></span><strong> &gt; j.D, AD j.2C &gt; j.C, 66 5B &gt; 5C &gt; 3C &gt; 214C</strong><br><br><ul><li>This combo route should be used from 5B, 6B, j.B CH and j.2C. 
</li><li>From every starter (except 5B), omit the initial 5B and go straight into 66 5C &gt; Sekkajin. 
</li><li>This combo route does not work against Makoto, Noel, Lambda, Litchi, Ragna, and Relius.
</li><li>This is basically the same combo as above, you just add a sj.2C to it.<br>
<br><br>
<strong>3C CH, 66 5C &gt; 2C &gt; sj.D, AD j.2C &gt; j.C, 66 5C &gt; Sekkajin, 6C &gt; 214C</strong><br><br><ul><li>This combo only works against Rachel<br>
<br><br>
<strong>DP C CH, 66 5C &gt; sj.2C &gt; j.D, AD j.2C &gt; j.C, 66 5B &gt; 5C &gt; 3C &gt; 214C</strong></li></ul></li></ul></li></ul></li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Crouching Confirm</b></div><br>
<strong>Crouching Confirm (Weak Starter): [CO] ... 5B &gt; 5C &gt; 6C &gt; 2D, 66B &gt; Sekkajin, 6C &gt; 214C</strong><br><br><ul><li>This combo route should be used from 5A, 2A, 6A CH and 2B. 
</li><li>From a 5C CH &gt; 6B and 6A RC &gt; 5C, omit the initial 5B and go straight into 5C &gt; 6C, then add a 66 5C after the 66B for more damage. <br>
<br><br>
<strong>Crouching Confirm (Heavy Starter): [CO] ... 5C &gt; 6C &gt; 2D, j.2C &gt; j.C, 66 5C &gt; Sekkajin &gt; 6C &gt; 214C</strong><br><br><ul><li>This combo route should be used from 5B, j.B and j.2C. 
</li><li>From a 6B, add a 66 5B after the j.C for more damage.<br>
</li></ul></li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Freeze</b></div><br>
<strong>Freeze Confirm (Long Freeze Duration): Air Throw/2D/6D/236D/j.236D, *(IAD/AD) j.2C &gt; j.C, 66 2B &gt; 5B &gt; 5C &gt; Sekkajin, 6C &gt; 214C</strong><br><br><ul><li>Go into IAD j.2C &gt; j.C from a far j.236D confirm. 
</li><li>Go into AD j.2C &gt; j.C after an air throw. 
</li><li>Wait a bit and do a 66 j.2C &gt; j.C off a 6D and 236D confirm, you have to wait a lot longer with 236D and you'll have to omit the initial 66 2B. <br>
<br><br>
<strong>Freeze Confirm (Short Freeze Duration): Throw/Air Throw/j.D/j.236D, 66 5B &gt; 5C &gt; Sekkajin, 6C &gt; 214C</strong><br><br><ul><li>You'll obviously have to cancel the throw into 214A in order to go into this route with it. 
</li><li>Add a 2B if you start the combo with j.236D.<br>
<br></li></ul></li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Anti-Air/Roll Punish</b></div><br>
<strong>Anti-Air/Roll Punish Confirm (Weak Starter): 5A/2A &gt; 5C &gt; [2C &gt; sj.D] or [sj.2C &gt; j.D], AD j.2C &gt; j.C, [66 5B &gt; 5C &gt; 214B] or [66 5B &gt; 5C &gt; 3C &gt; 214C]</strong><br><br>
</div><ul data-ipsBBCode-list="true"><div>
</div><li>This combo route should be used from 5A and 2A. 
</li><li>You'll need to end the combo with 5C &gt; 214B against Makoto, Noel, Lambda, Litchi, Ragna, and Relius.
</li><li>If the opponent is really close to you when you started this combo, then use the [2C &gt; sj.D] chain. If they're far away from you, use the [sj.2C &gt; j.D] chain.</li><p><br><br>
<strong>Anti-Air CH (Weak Starter): 5A/2A CH &gt; 2C &gt; sj.D, AD j.2C &gt; j.C, Sekkajin, 6C &gt; 214C</strong><br><br>
<strong>Anti-Air/Roll Punish Confirm (Heavy Starter) : ... 5C &gt; [2C &gt; sj.D] or [sj.2C &gt; j.D], AD &gt; j.2C &gt; j.C, 66 5B &gt; 5C &gt; Sekkajin, 6C &gt; 214C</strong><br><br>
<br></p><ul data-ipsBBCode-list="true"><p>
[*]This combo route should be used from 5C. 
[*]It can also be used from 5B(1) and 2C but you'll have to omit the 66 5B.
[*]From a 5B(1) CH, omit the 5C and go straight into the [2C &gt; sj.D] chain. 
[*]If the opponent is really close to you when you started this combo, then use the [2C &gt; sj.D] chain. If they're far away from you, use the [sj.2C &gt; j.D] chain. For a 2C confirm, go for the [sj.2C &gt; j.D] chain. </p><p></p><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Air to Air</b></div><br>
<strong>j.A &gt; j.2C &gt; j.D, 66 2B &gt; 5B &gt; 5C &gt; Sekkajin, 6C &gt; 214C</strong><br><br>
<strong>j.B/j.C &gt; j.2C &gt; JC &gt; j.2C &gt; j.C &gt; j.D, 66 5C &gt; sj.C &gt; j.2C &gt; JC &gt; j.2C &gt; j.214C/j.214B</strong><br><br>
<br><p><br><br>
<strong>j.C CH (Close), 66 2C &gt; sj.D, AD j.2C &gt; j.C, Sekkajin, 6C &gt; 214C</strong><br><br>
<strong>j.C CH (Far), 66 j.C &gt; j.2C &gt; JC &gt; j.2C &gt; j.C &gt; j.D, 66 5C &gt; sj.C &gt; j.2C &gt; JC &gt; j.2C &gt; j.214B</strong></p></div><ul data-ipsBBCode-list="true"><div>
[*]End the combo with j.214B if you started it with j.C.</div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Ice Blades</b></div><br>
<strong>[CH/CO] j.236B, AD j.2C &gt; j.D, 66 5B &gt; 5C &gt; Sekkajin, 6C &gt; 214C</strong><br><br>
<strong>TK j.236C CH, 66 2D, 66B, 66 2B &gt; 5B &gt; 5C &gt; Sekkajin, 6C &gt; 214C</strong><br><br>
<strong>[AA] TK j.236C CH, 66 5C &gt; sj.2C &gt; j.D, AD j.2C &gt; j.C, Sekkajin, 6C &gt; 214C</strong></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>2C FC</b></div><br>
<strong>2C FC &gt; 6B, 66 5C &gt; 6C &gt; 2D, 66B, 66 5C &gt; 6C &gt; DC, j.C &gt; j.214A, (Delayed) 2C &gt; DP B, 66A, 3C &gt; 214A/C</strong><br><br>
<br><p><br><br>
<strong>2C FC &gt; 6B, 66 5C &gt; Sekkajin, 66 5C &gt; 2C &gt; sj.D, AD j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<strong>2C FC AA, (Delayed) sj.2C &gt; j.D, AD j.2C &gt; j.C, 66 5C &gt; 6C &gt; DC, j.C &gt; j.214A, (Delayed) 2C &gt; DP B, 66A, 3C &gt; 214A/C</strong></p></div><ul data-ipsBBCode-list="true"><div>
[*]This combo doesn't work on Platinum, use the combo below against her.</div>


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<b>Tager Only Combos</b></div><br>
<strong>Rising j.2C (Weak Starter): ... 5B &gt; 5C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 5C &gt; j.2C &gt; j.D, 66 5B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<br><p><br><br>
<strong>Rising j.2C (Heavy Starter): ... 5B &gt; 5C &gt; 2C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 5C &gt; j.2C &gt; j.D, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<br></p><ul data-ipsBBCode-list="true"><p>
[*]This combo route should be used from 5C CH &gt;6B, j.B and j.2C.
[*]From 5C CH &gt; 6B,  you'll have to omit the the initial 5B and go straight into 66 5C &gt; 2C and you'll also have to omit 2B. 
[*]Tager must be standing at the start of the combo.</p></ul><p></p></div><ul data-ipsBBCode-list="true"><div>
[*]This combo route should be used from 2A and 5A.
[*]It can also be used from j.C but you'll have to omit the final 5C.
[*]Tager must be standing at the start of the combo.</div></ul><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Tager Only Combos (CH and CO)</b></div><br>
<strong>CH into 2D: [CH] ... [6C &gt; 2D] or [5C CH &gt; 2D], j.2C &gt; j.C, 66 5C &gt; 2C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<br><p><br><br>
<strong>CH 6B, 66C &gt; 2D, j.2C &gt; (Delayed) j.C &gt; JC &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 5C &gt; j.2C &gt; (Delayed) j.C, 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<br></p><ul data-ipsBBCode-list="true"><p>
[*]This combo can also be used from a close 6C.</p></ul><p><br><br>
<strong>CH 3C, 66 5C &gt; 2C &gt; 2D, j.2C &gt; j.C, 66 5C &gt; 2C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<strong>Crouching Confirm: [CO]... 5B &gt; 5C &gt; 6C &gt; 2D, j.2C &gt; j.C, 66 5C &gt; j.2C &gt; (Delayed) j.C, 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<br></p><ul data-ipsBBCode-list="true"><p>
[*]This combo route should be used from 5B, 6B, j.B and j.2C.
[*]From j.B and j.2C, you'll have to omit the initial 5B and go straight into 5C &gt; 6C. 
[*]From 6B, omit the initial 5B and go straight into 66 5C &gt; 6C then add a 2C after the second 66 5C. </p></ul><p></p></div><ul data-ipsBBCode-list="true"><div>
[*]This combo route should be used from a close 5C CH and 5B(1) CH as well as j.2C CH.
[*]From a j.2C CH, confirm with 66C &gt; 2D.
[*]From a 5C CH, if the opponent is really close to you when you started this combo, use the [6C &gt; 2D] chain. If they're far away from you, use the [5C CH &gt; 2D] chain. Furthermore, add a 66 5B before the first 5C if you used the [5C CH &gt; 2D] chain.</div></ul><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Tager Only Combos (Freeze Confirm)</b></div><br>
<strong>2D/236D, (66) j.2C &gt; j.C, 66 5B &gt; 5C &gt; 2C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<br><p><br><br>
<strong>6D, 66 j.2C &gt; j.C, 66 5C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 5C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<strong>j.D/j.236D, 66 5B &gt; 5C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 5C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<br></p><ul data-ipsBBCode-list="true"><p>
[*]Omit the initial 66 5B and go straight into 66 5C &gt; j.2C from a j.236D starter and also add a 2C after the initial 5C if you started the combo close to Tager. </p></ul><p><br><br>
<strong>Throw/Back Throw &gt; 214A (Whiff), 66 5B &gt; 5C &gt; 2C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<strong>Air Throw, AD j.2C &gt; j.C, 66 5C &gt; 2C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong></p></div><ul data-ipsBBCode-list="true"><div>
[*]Wait and do 66 j.2C &gt; j.C off a 236D confirm. </div></ul><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Tager Only Combos (Anti-Air/Roll Punish and Air to Air)</b></div><br><br>
<strong>5A/2A CH &gt; 2C &gt; sj.D, AD j.2C &gt; j.C, 66 5C &gt; 2C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<strong>Anti-Air/Roll Punish Confirm (Heavy Starter) : ... 5C &gt; [2C &gt; sj.D] or [sj.2C &gt; j.D], AD &gt; j.2C &gt; j.C, 66 5C &gt; </strong><span style="text-decoration:underline"><strong>2C</strong></span><strong> &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong><br><br>
<br><p><br><br>
<strong>Air to Air: j.A &gt; j.2C &gt; j.D, 66 5B &gt; 5C &gt; 2C &gt; j.2C &gt; (Delayed) j.C, 66 5B &gt; 2B &gt; 5C &gt; 3C &gt; 214C</strong></p></div><ul data-ipsBBCode-list="true"><div>
[*]This combo route should be used from 5C, 5B(1) and 2C. 
[*]From 5B(1) and 2C, you'll have to omit the underlined 2C.
[*]From a 5B(1) CH, omit the 5C and go straight into the [2C &gt; sj.D] chain. 
[*]If the opponent is really close to you when you started this combo, then use the [2C &gt; sj.D] chain. If they're far away from you, use the [sj.2C &gt; j.D] chain. For a 2C confirm, go for the [sj.2C &gt; j.D] chain. </div></ul>
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]]></description><guid isPermaLink="false">6536</guid><pubDate>Fri, 12 Jul 2013 06:48:34 +0000</pubDate></item><item><title>[CSE] Jin vs Tager</title><link>https://www.forums.dustloop.com/forums/topic/4179-cse-jin-vs-tager/</link><description><![CDATA[
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<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Match Start</b></div><br>
His 5A will beat everything you throw at him at the start of the match.<br><br>
Your best bet is to just retreat as soon as the match starts so you can start poking him </div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Neutral</b></div><br><strong>Full Screen</strong><br><br>
You can throw some Ice Blades at him to try and get a response. There's nothing he can do to you at this range unless he has Spark Bolt, at which point you need to stop firing Ice Blades at him and try to bait it. <br><br><strong>Long-Mid Range</strong><br><br>
Some Tagers will try to super jump towards you to try and close the gap. What you can do is attempt an air throw, try to anti-air him with DP A or B/2C, air-to-air him with jump away j.C, or just run under him to attempt a cross-under or to simply just widen the gap between you and him. <br><br>
Other Tagers will attempt to close the gap with a B Sledge. The more he charges it, the further it will travel so it is imperative that you know just how much distance a charged and a non-charged B Sledge covers so that you can punish him accordingly. If he's at non-charged B Sledge range, you can try 5C'ing him. If he's at fully charged B Sledge range, you can just ram him with an Ice Car or do 66 5C if you're feeling confident. When in doubt, just super jump out of harm's way. <br><br>
Other than that, just poke him with 5C, j.C, and 2D. Just don't be too predictable with j.C or 2D because he can 2D you out of air-to-ground j.C if timed correctly and he can B Sledge through 2D. <br><br>
You have to be careful when trying to poke him when you're magnetized since his D moves will pull you towards him, successfully increasing their attack "range". <br><br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Offense and Defense</b></div><br><strong>Your Offense vs His Defense</strong><br><br>
Once you get in on him, try to keep your strings tight enough so that you don't get 360A'd or eat a 2C mash. That means lots of 2A/5A staggers and some occasional trapping with 2B &gt; Delayed 5C. You really don't want to be in Tager's face longer than you need to, so don't try risky pressure resets such as 5C &gt; 6B/2D or anything &gt; 6D, it's just not worth the risk of eating a Buster or a 2C mash into dumb damage + dumb GF shenanigans. You can try some JC pressure resets from time to time but just remember that his 2A beats your j.B for free and there's always his 2C mash to be aware of. He can also Sledge through your 5C &gt; 2D strings so don't be too predictable with those.<br><br>
Here are your options after you score a 214B/C knockdown on him:<br>
1) If he does an emergency tech immediately after 214B/C, do a micro dash 5A (66 5A) as oki. He'll get tagged by 5A if he attempts a 360A or if he pushes any other button on wake-up. If he does wake-up &gt; back dash, let the 5A whiff and use 5B immediately thereafter; it will tag him out of his back dash. You can just auto-pilot the 5A &gt; 5B for a confirm, to tag him out of a backdash or to start pressure.<br>
2) if he DOESN'T emergency tech immediately after a 214B/C, then use 5C. He'll get tagged by 5C if he tries to roll forward and backward or if he tries to do a quick rise &gt; buttons. The only problem here is that if he does a delayed neutral tech, your 5C will whiff and you'll be forced to retreat as you've lost your frame advantage. <br><br>
You really have to be careful when attacking and pressuring him when he has 50 meter. Hell, you'll probably have to avoid being close to him at all after 214B/C knockdown when he has 50 meter as he can play guessing games on his own wake-up with 720 and Atomic Collider. If you finish a combo in the corner, then you don't have to worry about wake-up AC but you still have to worry about 720. <br><br><br><strong>His Offense vs Your Defense</strong></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Gimmicks and Misc. Info</b></div><br><strong>Gimmicks</strong><br><br><strong>List of Punishes</strong></div>
]]></description><guid isPermaLink="false">4179</guid><pubDate>Mon, 02 Jan 2012 00:49:20 +0000</pubDate></item><item><title>[CSE-CP] Jin General Thread "Jin it to win it... again"</title><link>https://www.forums.dustloop.com/forums/topic/3789-cse-cp-jin-general-thread-jin-it-to-win-it-again/</link><description><![CDATA[
<p>Once I find a cooler name, I'll change it but it'll be this for now. </p><p>
</p><p>
Jin general thread arise from popular demand.</p>
]]></description><guid isPermaLink="false">3789</guid><pubDate>Fri, 02 Sep 2011 06:05:39 +0000</pubDate></item><item><title>[CSE] Jin vs Mu</title><link>https://www.forums.dustloop.com/forums/topic/4188-cse-jin-vs-mu/</link><description><![CDATA[
<div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Match Start</b></div><br>
If you both use 5C at the start of the match it will most likely end up in a trade unless your timing on your 5C is absolutely flawless. Your other option is to just jump towards her while holding Barrier and punish her whiffed 5C with j.B, just be ready to react to an air throw. Or course she can just do the same against your 5C, so be aware of that. Mus who don't want to use 5C will probably just IAD backwards or back dash so your safest bet at the start of the match is to just jump towards her while holding Barrier to see what she does.</div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Neutral</b></div><br><strong>Full Screen</strong><br><br>
From full screen, Mu will shoot out Steins in order to setup her ping-pong laser (236D). There's not much you can do to thwart her laser fortress, you can try and intercept her first attempt of shooting out a Stein but after that, the barrage of small beams will clash with your ice blades. Other than that, just try to IB the lasers and make your way in. <br><br>
Then there's Habaya... this move is annoying as shit. If you read the Habaya, you can just 2D her out of it. However, once that thing starts moving, you'll have no choice but to avoid it. You can try jumping or air dashing over it but Mu will probably have already recovered and will intercept your obvious areal approach as she sees fit. Air Habaya is easier to intercept thanks to DP B.<br><br>
Other than that, you always have your Ice Wave to get a lucky hit on her Stein/Habaya/236D start-up. <br><br><strong>Long-Mid Range</strong><br><br>
She's at her strongest at this range, her 5C, 2C, 6C, j.C and j.2C (if she's feeling lucky) will intercept approaches from most angles due to their godly hit-boxes. You can crouch under j.C and use a low to punish it. You can jump over 5C and punish with j.B on the way down. You can bait and punish the 2C with a j.236D. You'll have to stop your dash with a Barrier in order to avoid getting hit by 6C. You'll probably just have to block the j.2C, that thing is punishable if she doesn't do it low enough to the ground even if she cancels into Habaya so you probably won't have to worry too much about it. <br><br>
Your 5C is faster than her 5C but it doesn't cover as much range as hers but don't be afraid to challenge her at optimal 5C range if you're free to do so. I would just be careful when backed into a corner and trying to challenge her with my own 5C because a 5C confirm from her near the corner is going to hurt a lot.<br><br>
Be really careful when using 2D at optimal range, if she uses 6C at around the same time then you're going to get hurt, REALLY hurt. That and her 5C covers about the same range as your 2D and it's faster than it. So yeah, be extremely careful when using 2D. <br><br>
You can try and challenge her in the air with your j.C. Your j.C is faster and covers about the same range but her j.C leads to a shitload of damage. Use proper judgment here.</div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Offense and Defense</b></div><br><strong>Your Offense vs Her Defense</strong><br><br>
Once you get in, do your standard Jin pressure, use 2A x N and 5B a few times and mix it up with 6A, 2B, and JCs. The 6A acts as a frame trap and grants you some damage + frame advantage (only the 5B &gt; 6A gatling will work as a frame trap, she can mash out of 2A &gt; 6A). The 2B is just there for people who guess-block the 6A and you can use it to frame trap people with 2B &gt; delayed 5C. The JCs to bait the DP and to reset pressure (just don't get too predictable). As far as 6A frame trapping goes, if she IBs the 5B, she'll be able to mash her way out with 2A so be wary of that. <br><br>
If you're going for JC &gt; pressure reset/cross-up j.2C, be aware that her 2C will AA you for free and that she can 2A your cross-up j.2Cs. If you're going to attempt to pressure reset after 2D, make sure that you're within 2A range, or else you'll just get mashed on. If you're going for a pressure reset or a mix-up after a freeze, be ready to bait the DP both in the air and on the ground. <br><br>
If you're attacking her and a laser is about to bounce back at you, jump cancel or special cancel into DP D if possible. <br><br><strong>Her Offense vs Your Defense</strong><br><br>
The moves that gatling into her 6B are 2A, 6A, and 5B, so be mentally prepared to block the overhead after any of those. You can mash out of 2A &gt; 6B with 2A on regular block and out of 6A/5B &gt; 6B on IB only. Other than that, just DP if you want to avoid frame traps. Always IB the 2nd hit for free meter and more frame advantage on block. Low level Mus will auto-pilot 6B into Level 1 SoD, you can punish those people with 66 5B after IB'ing SoD . Mu can special cancel the 6B into her DP to keep you on your toes should you attempt to start pressure after the IB so be ready to bait those. She can also RC the 2nd hit of 6B to tag you with 2B as you prepare to block the 2nd hit of 6B for a gimmicky mix-up. <br><br>
The moves that she can JC are 6A, 5B, 3C, and 2C (on hit only) so be careful when DP'ing or Bursting after those. If Mu has 50 Heat handy, she might decide to do JC &gt; j.2C as an overhead and convert it into a combo with an RC, so be mentally prepared to try and block that. If she does JC &gt; j.2C without meter, she'll be at frame disadvantage if she doesn't cancel it into Habaya, so you can try to start some pressure afterwards. If she does cancel it into Habaya, you can knock her outta the air with a DP B. Basically if she doesn't land immediately after j.2C, then that means that she will cancel it into Habaya, so be ready to DP B her if you don't see her land immediately.<br><br>
Mu will be fishing for CHs mid-screen using her 5C. Sometimes Mus will auto-pilot 5C &gt; 6C and either Stein cancel or special cancel the 6C. What you wanna do here is IB the 6C, dash forward and immediately cancel the dash with Barrier. You'll block SoD automatically if she cancels the 6C into that, if not then she'll probably cancel it into Habaya at which point you can 2D her out of it. If she cancels 6C into Stein and jumps/IADs backward, then all you can really do is chase after her. <br><br>
Speaking of SoD, don't take any chances against that thing since she can charge it to eat some of your primers or to make it harder to punish. Just back dash mid-screen and super jump Barrier in the corner if Level 1 SoD isn't used immediately. She probably won't want to use Level 1 SoD as that thing is punishable on IB but if she does, she'll probably do it as an auto-pilot or to try to tag you out of your jump in the corner.</div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Gimmicks and Misc. Info</b></div><br><strong>Gimmicks</strong><br><br><strong>Punishes and Useful Frame Data</strong><br><br><strong>2B:</strong> Neutral, mostly used to reset pressure. <br><strong>6B:</strong> -1, can be special canceled only. <br><strong>j.2C:</strong> 10F of landing recovery, can be special canceled. You can punish the Habaya cancel with a DP B.<br><strong>623C:</strong> -27, for punishment, if you blocked it in the air, land and do 66 5C. If you blocked it on the ground, do 66 2C mid-screen or 66C in the corner. <br><strong>j.623C:</strong> Vulnerable on the way down, 15F of landing recovery. <br><strong>SoD Level 1/2:</strong> -10, can be punished on IB with 66 5B if close enough to her or with 66 5C if you're too far away. <br><strong>632146C:</strong> -32, the CH state wears out fast so you'll probably only be able to punish her with 5C/66 5C.</div>
]]></description><guid isPermaLink="false">4188</guid><pubDate>Mon, 02 Jan 2012 00:54:14 +0000</pubDate></item><item><title>[CP] Jin Final Changes (Use the General thread to discuss, this thread is for the sole purpose of gathering info)</title><link>https://www.forums.dustloop.com/forums/topic/5339-cp-jin-final-changes-use-the-general-thread-to-discuss-this-thread-is-for-the-sole-purpose-of-gathering-info/</link><description><![CDATA[
<div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>System Changes</b></div><br><strong>Overdrive: "Frost End" (A+B+C+D) </strong><br><br><a href="" rel="external nofollow">Jin is able to freeze the opponent more than once per string</a> if he uses Yukianesa slashes (5C, 2C, 6C, j.C, j.2C, Fubuki, Rehyou, Hizansen) and Ice Blades. Jin is invulnerable during the OD start-up. <br><br><strong>Crush Trigger (A+B)</strong><br><br><a href="" rel="external nofollow">Jin grabs his scabbard for a while and quickly unsheathes Yukianesa.</a> As all other Crush Trigger moves, it costs 25 Heat to use, Guard Crushes on block and can be used to extend combos. Seems to have a very long start-up and the move can be "charged". CT &gt; 6C works.</div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>New Moves</b></div><br><strong>Hizansen/j.214C:</strong><br><br>
1000 Damage/P1 90/P2 92<br><br><a href="" rel="external nofollow">Jin slashes diagonally downward and makes the opponent slide on the ground on hit</a>. This move seems to halt Jin's decent and it seems like it will serve as a potential anti-anti-air tool. It has a lot of recovery which makes it impossible to follow-up with a combo. It seems like it will be the aerial combo finisher in this game since the j.236X series have been removed. This move does NOT count as an overhead. <br><br><strong>Hizangeki/j.214D:</strong><br><br>
1184 Damage/P1 85 (1st hit)/P1 99 (2nd hit)/P2 94<br><br>
EX Hizansen, 2-hit move, it costs 25 Heat to use. The first hit of Hizangeki has a small hit-box that seems to hit slightly above Jin and freezes the opponent, while the 2nd hit causes the opponent to slide which allows for a follow-up combo. The 2nd hit of this move counts as an overhead and it has a 22F start-up. The 2nd hit ground bounces during OD.<br><br><strong>Aerial Ice Arrow:</strong><br><br>
800 Minimum Damage<br><br><a href="" rel="external nofollow">Jin shoots an ice arrow using CSE j.236A's angle and trajectory.</a><br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Changes to Existing Moves</b></div><br><strong>Normals</strong><br><br><ul><li>6A: Causes hard knockdown on an airborne opponent but it cannot be followed up, think of it as CSII 6A. More frame advantage on hit.
</li><li>2C: Has gained the ability to jump cancel on block again. Lost its FC properties. Head attribute I-frames start on frame 9.
</li><li>5B: Has lost its ability to jump cancel on block and it's -6 on block now. 
</li><li>5C: 5C &gt; Rising j.2C combos are no longer possible. 
</li><li>6C: Lost its dash cancel property. It now launches almost as high and as far as CSII's 6C, which means that 5C &gt; 6C &gt; 2D on crouching opponents is guaranteed to work. 6C &gt; 214B only works near and in the corner. 6C &gt; 6B gatling added, 6C &gt; 6B combos in the corner. 
</li><li>j.C: More untechable time on CH. <br><br><br><strong>Drives</strong><br><br><ul><li>All Drives get a P2 of 92 during OD and have more frame advantage and longer freeze duration during OD. 
</li><li>5D is now a FC and it's -9 on block now.
</li><li>2D is +3 on block now.<br><br><br><strong>Specials</strong><br><br><em>236X Series</em><br><br><ul><li>236A/j.236A: 236A is the same as before. j.236A is now what used to be j.236C in CSE (horizontal path Ice Blade).
</li><li>236B/j.236B: Removed from the game.
</li><li>236C/j.236C: Removed from the game.
</li><li>236D/j.236D: 236D can now be "charged". 236D flies at CSE's 236B's speed while 236[D] flies at CSE 236D speed. j.236D no longer fires 3 Ice Blades, instead it fires CSE's 236D using CSE's j.236A angle. The regular version of 236D is negative on block, whereas the 236[D] version is positive. Both 236D and 236[D] can be dash canceled. <br><br><br><em>214X Series</em><br><br><ul><li>j.214A/B/C/D have been removed from the game. The new aerial combo finisher is now Hizansen (j.214C). 
</li><li>214A: Command removed, this move is now 214B. 
</li><li>214B: The first hit of 214B hits low. 214B is what used to be 214A in CSE. By pushing the C button after 214B, you'll get the 2nd hit of the original Ice Car. You'll now get both hits of 214B to combo, no matter how heavily prorated the combo may be. 
</li><li>214C: 214C and j.214C have been removed from the game. j.214C is now the motion for the new move, Hizansen. 
</li><li>214D: You can now choose whether to use the 2nd hit of 214D or not by pushing the C button after the first hit. That which means a higher combo potential mid-screen. The 2nd hit of 214D wall sticks in the corner. 214D causes an anywhere wall bounce during OD. 
</li><li>j.214D: j.214D has been removed from the game, j.214D is now the motion for the new move, Hizangeki.<br></li></ul><p><br><br><em>623X Series:</em><br><br></p><p>
[*]623A: Command removed, this move is now used by inputting the 623B motion.
[*]623B: This is now what used to be 623A in CSE. Which basically means that 623B has been removed from the game. This move has head I-frames starting on frame 4.
[*]623C: This move can now be followed-up with 5C without the need to dash-in on CH. This move is now a SMP move.
[*]623D: The first hit is a SMP move. P1 reduced from 90 to 70. The 2nd hit launches the opponent during OD.</p><br><p><br><br><em>Sekkajin</em><br><br></p><p>
[*]Sekkajin's command is now 22C. Sekkajin hits 4 times very rapidly and causes a stagger instead of launching the opponent. You'll have to spend 25 Heat in order to use its follow-up by pushing the D button.
[*]The Sekkajin follow-up uses Yukikaze's attack animation and launches the opponent after Jin sheathes his sword. You can go into an air combo after Jin sheathes his sword and launches the opponent. You get additional damage during OD.
[*]Sekkajin blows back airborne opponents and causes a wall bounce in the corner. 
[*]Sekkajin can only be used at a specific range from the opponent; if you're too far from the opponent, Jin will just sheathe his sword and Sekkajin will not activate. </p><p><br><br><strong>Distortion Drives</strong><br><br><br></p><p>
[*]Ice Wave: This move receives an automatic follow-up when used during OD. The follow-up is similar to Jin's AH.
[*]Ice Arrow: 1000 minimum damage
[*]Yukikaze: Damage reduced from 3K to 2.6K. More damage and a new animation during OD.</p><p></p><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Proration Changes from CSE to CP</b></div><br>
[TABLE=CLASS: GRID, ALIGN: LEFT]<br><br>[/TH]<br>2A<br>2B<br>2C<br>2D<br><br><br>P1<br>80 &gt; <span style="color:#008000;">100</span><br>80 &gt; <span style="color:#008000;">90</span><br><span style="color:#0000FF;">80</span><br>80 &gt; <span style="color:#008000;">90</span><br><br><br>P2<br>82 &gt; <span style="color:#FF0000;">75</span><br>86 &gt; <span style="color:#FF0000;">85</span><br><span style="color:#0000FF;">89</span><br>80 &gt; <span style="color:#008000;">82</span><br><br>
[/TABLE]<br><br>
[TABLE=CLASS: GRID, ALIGN: LEFT]<br><br><br>5A<br>5B<br>5C<br>5D<br><br><br>P1<br>80 &gt; <span style="color:#008000;">100</span><br>90 &gt; <span style="color:#008000;">100</span><br>90 &gt; <span style="color:#008000;">100</span><br>80 &gt; <span style="color:#008000;">100</span><br><br><br>P2<br>82 &gt; <span style="color:#FF0000;">75</span><br>86 &gt; <span style="color:#FF0000;">85</span><br>85 &gt; <span style="color:#008000;">89</span><br>80 &gt; <span style="color:#008000;">82</span><br><br>
[/TABLE]<br><br>
[TABLE=CLASS: GRID, ALIGN: LEFT]<br><br><br>3C<br><br><br>P1<br>100 &gt; <span style="color:#FF0000;">95</span><br><br><br>P2<br>84 &gt; <span style="color:#008000;">89</span><br><br>
[/TABLE]<br><br>
[TABLE=CLASS: GRID, ALIGN: LEFT]<br><br><br>6A<br>6B<br>6C<br>6D<br><br><br>P1<br><span style="color:#0000FF;">80</span><br><span style="color:#0000FF;">100</span><br><span style="color:#0000FF;">100</span><br><span style="color:#0000FF;">100</span><br><br><br>P2<br><span style="color:#0000FF;">92</span><br><span style="color:#0000FF;">92</span><br>90 &gt; <span style="color:#008000;">94</span><br>80 &gt; <span style="color:#008000;">82</span><br><br>
[/TABLE]<br><br>
[TABLE=CLASS: GRID, ALIGN: LEFT]<br><br><br>j.A<br>j.B<br>j.C<br>j.2C<br>j.D<br><br><br>P1<br><span style="color:#0000FF;">90</span><br><span style="color:#0000FF;">90</span><br>70 &gt; <span style="color:#008000;">90</span><br><span style="color:#0000FF;">90</span><br>100 &gt; <span style="color:#FF0000;">90</span><br><br><br>P2<br>82 &gt; <span style="color:#FF0000;">75</span><br>86 &gt; <span style="color:#FF0000;">85</span><br><span style="color:#0000FF;">89</span><br><span style="color:#0000FF;">89</span><br>95 &gt; <span style="color:#FF0000;">89</span><br><br>
[/TABLE]<br><br>
[TABLE=CLASS: GRID, ALIGN: LEFT]<br><br><br>Throw<br><br><br>P1<br>90 &gt; <span style="color:#008000;">100</span><br><br><br>P2<br>55 &gt; <span style="color:#008000;">60</span><br><br>
[/TABLE]<br><br>
[TABLE=CLASS: GRID, ALIGN: LEFT]<br><br><br>236A<br>j.236A (old j.236C)<br>623B<br>623C<br>214B<br>22C Sekkajin<br><br><br>P1<br><span style="color:#0000FF;">90</span><br>80 &gt; <span style="color:#008000;">90</span><br>60 &gt; <span style="color:#008000;">80</span><br>50 &gt; <span style="color:#008000;">60</span><br>80 &gt; <span style="color:#008000;">95</span><br>100 &gt; <span style="color:#FF0000;">95</span><br><br><br>P2<br><span style="color:#0000FF;">89</span><br>90 &gt; <span style="color:#008000;">92</span><br>92 &gt; <span style="color:#FF0000;">82</span><br>92 &gt; <span style="color:#FF0000;">82</span><br>90 &gt; <span style="color:#008000;">92</span><br>95 &gt; <span style="color:#FF0000;">89</span><br><br>
[/TABLE]<br><br>
[TABLE=CLASS: GRID, ALIGN: LEFT]<br><br><br>
[TH]236D<br>j.236D<br>623D (both hits)<br>214D<br>214D~C<br><br><br>P1<br>90 &gt; <span style="color:#FF0000;">85</span><br>90 &gt; <span style="color:#FF0000;">85</span><br>90 &gt; <span style="color:#FF0000;">70</span><br>80 &gt; <span style="color:#008000;">85</span><br>80 &gt; <span style="color:#008000;">85</span><br><br><br>P2<br>87 &gt; <span style="color:#FF0000;">82</span><br>90 &gt; <span style="color:#FF0000;">82</span><br><span style="color:#0000FF;">92</span><br>90 &gt; <span style="color:#008000;">92</span><br>80 &gt; <span style="color:#008000;">92</span><br><br>
[/TABLE]<br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Raw CP Damage/Proration List</b></div><br>
同技乗算補正=same move proration<br><br>
5A 300 100％75％<br>
5B 350、250 100％85％(once)<br>
5C 710 100％89％<br>
5D 800 100％82％<br><br>
2A 300 100％75％<br>
2B 500 90％85％<br>
2C 720 80％89％<br>
2D 720 90％82％<br><br>
JA 300 90％75％<br>
JB 540 90％85％<br>
JC 700 90％89％<br>
J2C 700 90％89％<br>
JD 740 90％82％<br><br>
6A 680 80％92％<br>
6B 690 100％92％<br>
3C 650 95％89％<br>
6C 920 100％94％<br>
6D 810 100％82％<br><br>
forward throw 投げ1400(0+0+1400)100％100％、60％<br>
back throw 4投げ1400(0+1400)100％60％<br>
air throw 空投げ1400(0+1400)100％60％<br>
ct クラッシュトリガー1000※80％100％キャラ<br>
guard cancel カウンターアサルト0??<br>
green burst ブレイクバースト(青)0??<br><br>
ground ice sword 氷翔剣500 90％89％<br>
air ice sword 空中 氷翔剣600 90％92％<br>
fubuki 吹雪800 80％82％※同技乗算補正<br>
rehhyou 裂氷1100 60％82％※同技乗算補正霧槍<br>
ice car霧槍尖晶斬780 95％92％※同技乗算補正<br>
follow up追加200??※固定200ダメージ※同技乗算補正<br>
hizansen 氷斬閃1000※90％92％※同技乗算補正<br>
sekka 雪華塵220 95％89％*(once)※同技乗算補正<br>
followup 追加?(?+?)??<br>
ex ice sword 氷翔撃(地)800×385％82％<br>
air ex ice sword 氷翔撃(空)800×3全85％82％<br>
hirensou both hits 氷連双1196(700+1100)70％92％※同技乗算補正<br>
hirensou 2nd hit max charge 氷連双 2段目(最大溜め)1100 70％92％スライドダウン<br>
ex ice car 霧槍 突晶撃640 85％92％※同技乗算補正<br>
follow up 追加900 85％92％<br>
hizangeki 氷斬撃1184(300+1500)85％99％、94％※同技乗算補正<br>
hiyoku 氷翼月鳴2368*(?＋?＋?)??※下限ダメージ*1000↑*(?＋?＋?)<br>
air hiyoku 空中 氷翼月鳴2368*(?＋?＋?)??下限ダメージ 800↑(?＋?＋?)<br>
touga 凍牙氷刃?×ｎ??飛び道具※下限ダメージ ?×n<br>
yukikaze 虚空刃 雪風3060(100+3700)100％100％、60％(50)<br>
asstroll 煉獄氷夜即死－－ </div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Location Test Videos</b></div><br><br>
Location Test #1 Playlist: <a href="" rel="external nofollow">http://www.youtube.com/playlist?list=PLE91DF53AE4BB3DC8</a><br><br>
Location Test #2 Playlist: <a href="" rel="external nofollow">http://www.youtube.com/playlist?list=PL81679F877834C749</a><br><br>
Location Test #4 Playlist: <a href="" rel="external nofollow">http://www.youtube.com/playlist?list=PLS_k68KTBm5udUjLKtDY-Tcvt2lVDBQ9r</a></div></li></ul></li></ul></li></ul></div>
]]></description><guid isPermaLink="false">5339</guid><pubDate>Mon, 06 Aug 2012 11:52:59 +0000</pubDate></item><item><title>[CSE] Jin Gameplay Discussion</title><link>https://www.forums.dustloop.com/forums/topic/4051-cse-jin-gameplay-discussion/</link><description><![CDATA[
<p>so , first hand impression of first day Jin in BBCSEX...</p><p>
</p><p>
-nerf to 6C really sux..., now can't really combo decently off it....</p><p>
   must do a different thing off air throw or 3 ice if it's not corner. </p><p>
-jC almost doesn't lead to anything now..., Tetsu can combo off 2D against ren coz the angle was really close, otherwise can't..</p><p>
</p><p>
-seems can't really combo a lot off air hit either...., </p><p>
-DP B seems a bit more usable outside combo, but still doesn't make up for the nerf...</p><p>
- I still yet have to learn proper combos, right now I am resorting to CS1 stuff.... </p><p>
-the ice car a wallbounce causing me to swap side a lot of time in the corner, seems you have to adjust your position. </p><p>
</p><p>
-I did like 5-6k in the corner, ending it with DP D&gt; Ice arrow....</p><p>
</p><p>
-2D is super punishable now..., if you whiff it..., on the other hand ppl at my arcade keep forgetting that it breaks primer now...</p><p>
</p><p>
-I do CS1 midscreen combo with hj2C&gt;jD&gt;air dash &gt; j2C&gt;jC and then do &gt;5B&gt;3C... some character could tech after that but it seems that it'll net the most dmg that  way also most consistent. </p><p>
-so to get the most meter and dmg midscreen seems sekkajin is necessary, if you are near corner then you prolly can do 6C&gt; dash in&gt;jC&gt;ice car a wall bounce..., otherwise no...</p><p>
</p><p>
-his dmg nerf is really bad I thinkj.., both touga and ice arrow dmg nerf... was pretty bad... imo</p><p>
-can't really combo anything after Ice arrow, I try to do DP B , maybe air combo..., seems won't get anything off CH Ice arrow either, they tech pretty quickly...., not as rewarding..., even yukikaze prolly better if you can or just DP RC you get about the same amount of dmg for reversal. </p><p>
</p><p>
-I keep messing up throw combo lol..., freeze time now not as long so special cancel is a must if you want to get a combo.</p><p>
-6A proration is a bit better, I still need to find a better corner specific combo for it though...</p><p>
</p><p>
-2B not jump cancellable kinda sux..., I used to use it all the time since CS1..., I keep forgetting about that too...., now I guess I need to use 2B&gt;5B more for variety. </p><p>
-2C is quite a decent anti air, I can feel the head invul is nice..., on fatal CH you can combo to 6D midscreen I think as anti air.., use 6C in the corner...</p><p>
</p><p>
-I can feel why tetsu switched lol..., it's really so much more work to win with Jin now feels like rofl...., Tager and Relius seems troublesome..., tager seems have so much more dmg out of anything, while we lost a lot of our option..., no more jC(CH)&gt; 2D..</p><p>
if you are close enough you can prolly get 5B&gt;5C&gt; sekka, but yea, not so good for us. </p><p>
</p><p>
-6C CH still combos decently if you are pretty close to the corner... 6C CH  &gt; 3-dash&gt; 6C works if you are really close to the corner....</p>
]]></description><guid isPermaLink="false">4051</guid><pubDate>Thu, 24 Nov 2011 06:25:34 +0000</pubDate></item><item><title>[CSE] Jin Help! The "I'm a n00b seeking advice" thread.</title><link>https://www.forums.dustloop.com/forums/topic/1177-cse-jin-help-the-im-a-n00b-seeking-advice-thread/</link><description><![CDATA[
<p>SHTKN MOD MESSAGE: this thread is for new players that have questions about how to play Jin that aren't simple one-liner question answers (that's what <a href="" rel="external nofollow">this thread</a> is for). Post away!</p><p>
</p><p>
</p><p>
Hello,  i mostly play jin, and when I'm getting pressured and try to mount a counter assault it seems whatever attack i throw out, almost ALWAYS gets stuffed in my face.  I'm not gonna post and complaining that there moves "shouldn't" beat mine (I'm sure its a error on my end), I'm more looking for advice on what to get out of pressure strings with.  Also I'm having a lot of difficult getting into a combo.  It seems looking at a lot of the combos that most of them I'm using start off 1a,2b, or 5b.  These attacks are awfully short ranged and I'm having a lot of trouble being able to get close enough for anything other than one of the C's of D attacks to hit (which are terribly slow, and on wiff or block get me pummeled).  I'm just looking for a bit of advice on these issues.  I'm still learning to get combos down consistently and such, but i can live with losing cause my execution isn't where it should be (i get ridiculously nervous when i play online).  Any advice would by helpful.</p><p>
</p><p>
also, as these kinds of question probably pop up a lot around the forums, it would be beneficial for the beginner guides to talk a little about general tactics, combo setting up, and getting out of pressure strings.  While these things are second nature to seasoned GG players and BB players, newbies like my self, have a lot of trouble with them.  Looking around the character forums there is a lot of talk for looking to set a combo up, or to counter after block, but not a lot of advice on exactly what are some of the better options in more common situations.</p><p>
</p><p>
Thanks for any help you all can provide.  its much appreciated.</p><p>
</p><p>
Many thanks</p><p>
Bash</p>
]]></description><guid isPermaLink="false">1177</guid><pubDate>Sun, 12 Jul 2009 20:42:28 +0000</pubDate></item><item><title>[CSE] Jin Kisaragi Tutorial Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/4444-cse-jin-kisaragi-tutorial-video-thread/</link><description><![CDATA[
<p>OK guys, we're gonna get a jump start on the BBCS:EX - Jin Kisaragi Video Tutorial.</p><p>
</p><p>
This thread is for the sole purpose of creating a beginner tutorial for this installment of the game.  As of right now, the plans/rules are as follows:</p><p>
</p><p>
- On the day of US release, we will begin the process of creating a basic video tutorial for Jin Kisaragi.</p><p>
- The Jin moderators (Moy_X7 and Yuushiro) will be the heads of the project and all final decisions on the project will be approved by them.</p><p>
- Myself (ShinSyn) will be responsible for the recording/editing of the video so that we have High Definition quality of the video.</p><p>
- If you partake in the process of making the tutorial, your Dustloop Tag (or IRL name, whichever you want to use) will be added to the ending credits of the video.</p><p>
- Please, do not post off-topic in this thread. </p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p> <strong>*Stay on topic and go about this professionally, off-topic conversations belong in the General Thread*</strong> </p></div><p></p><p>
</p><p>
The following was stated by Moy_X7:</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div>- On release day, continue to develop combos for set starters; mid-screen, close to the corner, and in the corner.<p>
- Post your results with the proper information for each combo in the combo thread.</p><p>
- We will discuss, and handpick the best combos in terms of damage, heat gain, corner carriage, and oki.  </p><p>
- After that, ShinSyn will record every single one of those optimal combos, lump them together in an edited video tutorial and upload it to YouTube.</p><p>
- Time expected of project's completion: One Month.</p></div></blockquote><p>
</p><p>
There will be more plans incorporated within the project as we make progress, but now this is what Moy and I came up with.  I would like to know who will be getting the game on day one (US Release), who has the ability to record in High-Definition in the case something happens to my equipment, and who all is interested in participating in this project so I can compile a list so you are given your credit due for your work on the tutorial.</p><p>
</p><p>
Moy and Yuushiro are making the final decisions on what happens with the project; they're position is there to manage the project so that it doesn't get out of hand.  This is a <strong>"Group Project"</strong> so if you guys have any ideas, pass them along here and if they see it as being profitable toward the creation of the tutorial, the moderators will approved it, and it will incorporated within the tutorial.  If an idea is declined, the reason why will be given so you aren't left in the dark.</p><p>
</p><p>
Post up if you're interested, and let me know what you can contribute to the tutorial; we're gonna need all the help we can get especially since the plan is to have it done or near completion one month after the project's start date.</p>
]]></description><guid isPermaLink="false">4444</guid><pubDate>Tue, 07 Feb 2012 09:21:46 +0000</pubDate></item><item><title>[CSE] Jin vs Hakumen</title><link>https://www.forums.dustloop.com/forums/topic/4183-cse-jin-vs-hakumen/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
At the start of the match, Hakumen has a few common options:</p><p>
4C: You can use your own 5C to beat it </p><p>
3C: This one beats your 5C but it will whiff if you don't push any buttons</p><p>
214A: This one shrinks his hurt-box, so your 5C will whiff and you'll eat a CH into a small combo. It punishes backdashes if you start out the match with those and it's +1 on block. </p><p>
623A: This one has head and body invulnerability starting on frame 5 and ending on frame 14. If timed correctly, it will go through most of your pokes and you'll be forced to block and tech throws. </p><p>
</p><p>
Your best bet at the start of the match is to just stand in place and IB whatever he throws at you. 3C will not reach you as long as you don't push any buttons and you can punish it on whiff with 5C &gt; 5D. Just bear in mind that if you're too late to punish 3C, he can 2D you and believe me, most Hakumens like to cover their mistakes with Counters. For 623A, you'll need to react to the incoming mix-up of throw/2B/6B. If your reactions are good, you can trying 5B'ing him or throwing him.</p><p>
</p><p>
During neutral, he can use most of the aforementioned moves to control space or get in. You can low profile under 4C with your dashing 3C for a CH and an easy hit-confirm. Your 6B crushes his 3Cs if he's being predictable with them and you'll get stupid damage for a correct read. You can low profile with most crouching moves under his j.Cs if he's being predictable with them. </p><p>
</p><p>
Most Hakumens will usually run away and try to zone you, waiting to intercept your approach with the aforementioned stuff, his anti-airs, as well as his Counters. Don't be predictable with your pokes, (3C, 5C, j.C, 2D) as he can just Counter them. Don't be reckless with your approach either as he has plenty of tools to intercept you. Make your way in slowly, using your pokes as best as you can. You have to know his and your attacks' hit-boxes, his neutral game rivals yours so you'll have to outpoke him to the best of your ability. </p><p>
</p><p>
Once he has built a bit of meter, he'll try to get in on you. His 623A is extremely good at getting him in because of its I-frames and how fast that dash is in general. He can use 623A &gt; A as an extremely good anti-air if you find yourself in the air and he can jump cancel it to make it safe. He can also try to get in on you with j.2C/IAD j.2Cs. The main threat in the air is his j.B, the only things that beat that thing are your DP A and B. Only use the B version if you know that you won't make it on time with the A version. </p><p>
</p><p>
I would refrain from using ice blades in this match unless you're using them to either reset pressure or when he won't have enough time to cut them. If he cuts them, he'll create the Void, which renders most 2D poking attempts obsolete and makes it harder for you to poke him effectively. You can try tossing some B ice blades from across the screen to pester him but that time is better spent in trying to get in. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">His Offense</span></strong></p><p>
</p><p>
Without meter, his pressure and mix-up is not really threatening. His pressure mostly consists of 2A, with the occasional 6A and 214A to get him back in. His mix-up is throw, 2B, 3C, and 6B. Your best bet is to IB Barrier his 2As until you push him out enough to the point where 2A will no longer reach you. At that point, you can try and IB + jump + Barrier away. You can also try and IB &gt; backdash but be careful with that as it can be punished with things like 5B or 214A. If you get tagged by 6B, and you're finding yourself trolled on wake-up by that shit as it's pretty damn fast, then you can try to wake-up &gt; backdash to avoid it next time. If sure as hell beats getting your wake-up DP baited. </p><p>
</p><p>
With meter though, his mix-up becomes a threat. Zantetsu does ridiculous damage on its own and he can boost its damage by canceling it into more special moves. Don't try to guess block on him as his Renka does a shitload of damage as well. As mentioned before, he can use 623A to close the gap and attempt a throw. He can jump cancel his 5B and 623A &gt; A and go into the dreaded j.B, in the other hand, you can use that chance to escape pressure. Moreover, he can do a fuzzy guard with a deep j.B &gt; JC &gt; j.B and hit-confirm into Tsubaki. That or he could just do a fuzzy guard with j.B (or any air normal really) &gt; Tsubaki. </p><p>
</p><p>
Speaking of Tsubaki, TK/hop Tsubaki does ridiculous damage near and in the corner and its damn near impossible to react to. If you feel a Tsubaki coming, then this is the one instance where I would encourage you to push buttons/wake-up DP/up+back+barrier, whatever it takes to avoid that thing other than guess block. That thing is too fast for the average human to react to lol. Fear this move, it's Hakumen's most powerful mix-up tool. </p><p>
</p><p>
Be wary of air throws, 2C, or Hotaru when you tech in the air. Hold that Barrier and react to the throw attempt, don't risk pushing a button because he'll fuck you up for it. </p><p>
</p><p>
I don't really encourage the use of IB &gt; DP when he doesn't have much meter as it's easier for him to bait it through the use of 2A pressure but when he does have meter, I would advice you to throw those out from time to time since he'll be a lot more aggressive. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">His Defense</span></strong></p><p>
</p><p>
Hakumen is one of those characters that can turtle you to death. His counters are usually active on the first frame and require a single button push to activate. Because of the nature of his counters, you'll be finding yourself in doubt as to when to push a button and he'll use that indecisiveness to his advantage. In the other hand, his counters are vulnerable to throws, so you too can force him into guessing games of your own. If you can get in on him to the point where you're at throw range, then you've done a good job. </p><p>
</p><p>
He can use his counters as anti-airs and to nullify your pokes. Most Hakumens will be able to counter your 6B and 6D on reaction, so don't abuse any slow moves here. His counters shit on your cross-ups but you can use that chance to try and bait them for big damage. Hakumens will usually cover their whiffs and moves that are negative or punishable on block with counters. Don't be too eager to try and get in or punish, scout for counters and throw him out of them. Only attempt to punish something if you're absolutely sure it will be punishable. </p><p>
</p><p>
Hakumen can bait your DPs with counters, predictable DPs will get you hurt. </p><p>
</p><p>
Use a lot of throws during pressure to discourage him from mashing counters. Some Hakumens will be trying 2D/5D on wake-up but that's a huge risk for him to take as a wrong guess will hurt and a throw will fuck him up either way. Here's a free 6A CH combo for you if you guess correctly lol. However, Yukikaze catches both highs and lows so you'll only be able to throw him out of that one. Once you condition him into not abusing counters, then you can finally mount some pressure and mix-up on him. </p><p>
</p><p>
His anti-airs include 5A, 6A, 2C, 623A &gt; A, and Hotaru. 5A is not head invulnerable but it's fast and has a decent enough hit-box. 6A has head I-frames starting on frame 6 through frame 18. That thing has a pretty crappy hit-box so you could bait it with a simple double jump. 2C doesn't have head invul. but it has an amazing hit-box, it's highly punishable on whiff though. I already covered 623A &gt; A in the past but it's a pretty good anti-air. While Hotaru costs two stars, that thing does a ridiculous amount of damage on FC near the corner, has an amazing hit-box, and is jump cancelable on block. Since it can be used in the air, it also works as an amazing air-to-air. You can bait all of them except Hotaru with ice blades. Just be careful when has two stars because he'll make you regret pushing a button in the air.</p><p>
</p><p>
Speaking of Hotaru, that thing can be used as a pseudo DP in the form of hop/TK Hotaru. Hotaru has full body I-frames on frame 1 but he's vulnerable during the jump start-up (4 frames I believe) and a couple of frames until he's free to cancel the hop into Hotaru. He shouldn't be using that move during wake-up, as a proper meaty will tag him during the jump/hop start-up, right? Wrong, through the use of his counters, he can create guessing scenarios. If you try to throw him during wake-up anticipating a counter, you'll get tagged by Hotaru. If you try to use a meaty anticipating a wake-up TK/Hoptaru, you'll get tagged by the counter. Fucking guessing games... </p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Frame Data: Advantageous, Disadvantageous, and Punishable Moves</strong></span></p><p>
</p><p>
<strong>Neutral/Advantageous Moves:</strong></p><p>
</p><p>
</p><ul><li>5A: +3<br></li><li>5B: Neutral<br></li><li>2A: +1<br></li><li>2B: +2<br></li><li>6A: Neutral, gatlings into 6B and counters. <br></li><li>4C (Max Charge): +3<br></li><li>214A: +1<br></li><li>236B: +1<br><br><br><strong>Disadvantageous Moves:</strong><br><br><ul><li>5C: -3, this move can be special canceled so be careful when trying to push buttons. <br></li><li>6B: -4, gatlings into counters.<br></li><li>6C: -6, this move can be special canceled so be careful when trying to push buttons. <br></li><li>6C: (Max Charge): - 9, same as the above. <br></li><li>4C: -10, same as the above. <br></li><li>3C: -4<br></li><li>Zantetsu: -2, same as the above. <br></li></ul><p></p><p>
</p><p>
<strong>Punishable Moves:</strong></p><p>
</p><p>
</p><p>
[*]2C: -17, if you have an extra air option with Jin, you can do air dash j.A &gt; j.2C to punish it if you're relatively low to the ground. This move can be special canceled so be careful when trying to punish. </p><p>
[*]6B: -4, punishable on IB only with 5A/5B. This move gatlings into any of the counters, be careful when trying to punish this move. </p><p>
[*]4C: -10, punishable on IB only with a perfectly timed micro-dash 5C or if used outside its max range.</p><p>
</p><p></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
Don't push buttons after an air tech! More to come!</p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p><p>
</p><p>
Coming soon!</p></li></ul>]]></description><guid isPermaLink="false">4183</guid><pubDate>Mon, 02 Jan 2012 00:51:33 +0000</pubDate></item><item><title>[CSE] Jin vs Tsubaki</title><link>https://www.forums.dustloop.com/forums/topic/4182-cse-jin-vs-tsubaki/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
At the start of the match, Tsubaki has the option to do 22A as her opening poke. 22A will beat your 5C and net her a decent combo on CH, you also won't make it in time for a dashing 5A, 2A, 5B and even if you do, a trade will be in her favor. You'll either have to jump over it and punish it if you read it or just hold back and see what she does next. If you block it, then you can try and start some pressure since it's -9 on block. </p><p>
</p><p>
Pretty much the only normal that will aggravate you during neutral is her 5B. Her 5B has pretty good range and a fast start-up. She will probably also try a random 3C from time to time if she has the meter to RC it. If she spaces is correctly, then that move is not punishable but it still puts her at a disadvantage. The one thing to be aware of is that you should be careful with your j.Cs as her 3C will low profile under it and net her a FC combo if she times it properly. </p><p>
</p><p>
Now here's when things get tricky. Most Tsubakis will run away and start charging her Drive meter. In the air, she can cancel her charge stance into her dives and into her  j.236X series. Here are your options in order to intercept her:</p><p>
</p><ol style="list-style-type:decimal;"><li> Dash &gt; super jump &gt; throw: If Tsubaki is getting greedy with her j.D charge, you can throw her out of it. Throws have a retarded ass hit-box in this game, so it works wonders to catch her out of her charge.<br></li><li> Max range j.C: it works just as how you imagine it would. <br></li><li> Max range DP A/B: Normally, you'll want to dash and space yourself just right so that you can make use of DP A/B's maximum reach. If she dives, she'll get tagged by either of the DPs.<br></li><li> TK j.236C: This is the safest option. If she keeps charging, she'll eventually have to let go, block it and you can use that chance to get in. If she tries to be clever and dodge the ice blade with a dive, then you can read that and intercept her with DP B.<br></li><li> Block the dive: If you block the dive, then you can punish it with 66 5B(1)/5C CH.<br></li></ol><p>
</p><p>
Aside from that, if she did super jump &gt; j.D then she'll have an air option left but DP A works pretty well when spaced correctly and will usually tag her out of an air dash and force her to Barrier block if she decides to jump again.</p><p>
</p><p>
On the ground, she can stop charging and try to intercept you with her 5B, 22A, or the 214X series. 214X series are head and body invulnerable starting on frame 8-10 and they have a certain amount of I-frames depending on which version she used, so she can use it as pseudo anti-air/reversal. If you don't want to deal with that, then you can just toss a B ice blade at her to stop her from charging.</p><p>
</p><p>
Her truly annoying shit comes in the form of 236C/D (CHARGING STAR). Tsubakis who just don't give a fuck will use the 236C version, that thing is punishable outside of its maximum range with 5A/5B and on IB on its maximum range. Tsubakis who give half a fuck will use 236D. This one is only punishable on IB with 5A or 5B but your timing must be flawless This one will cross you up but if you have decent reactions then that shouldn't be much of a problem. She can always DP after getting her 236X series blocked, so be on the look out for that. </p><p>
</p><p>
If she has Drive stocks, then she can cancel the 236X series into 214D or 22D on block so you need to be careful and mindful of her Drive meter or else you'll get frame trapped. Just do a lot of dash &gt; Barrier to fish for 236C/D and don't forget to IB it, which is not that hard when it comes to these types of lunging moves. Your best bet is to just block after blocking 236X if she has Drive meter as both of her follow-up options are negative on block. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">Her Offense</span></strong></p><p>
</p><p>
Tsubaki will be doing a lot of 5A and 2A for pressure. 5A hits crouching and 2A is neutral on block. She can cancel a lot of her normals into a Drive to reset pressure. Her pressure is relatively strong and she'll be fishing for frame traps. Be patient and look for an eventual gap in her pressure. </p><p>
</p><p>
She can jump cancel 5B and 6C on block if she wants to reset pressure so use that opportunity to intercept her if you read her or use that chance to escape. It's worth nothing that she can use her j.B &gt; B and j.C &gt; C gatlings as fuzzy guards, so be careful when blocking these and try not to switch block until the second hit. </p><p>
</p><p>
She can gatling the following normals into her overhead (6A): 5A, 2A, 5B/5BB, 2B. Be on the look out for the OH when she uses any of the aforementioned. I've actually had a handful of Tsubakis reset me with 6A; be on the look out for it when you're getting combo'd. Tsubaki is one hella gimmicky character and it can't be helped since her damage output sucks. </p><p>
</p><p>
She can add some range to her throw by doing kara cancels, so be ready to tech at a range where her throw would normally not reach you.</p><p>
</p><p>
Now, for the one move that you should truly fear: 22D</p><p>
</p><p>
When held for 33 frames, 22D becomes an unblockable. Tsubaki can set up the unblockable in numerous ways... after a knockdown, during pressure, or as a reset from a combo. It is vital that you learn to react to this and DP D it. You can risk it and try to jump and push a button but smart Tsubakis will set it up so that if you try any of the aforementioned, you'll get tagged during the start-up. DP C can fail you because of it's shitty horizontal range. So really, your best best is to learn to react to it and DP D it.</p><p>
</p><p>
<strong><span style="text-decoration:underline;">Her Defense</span></strong></p><p>
</p><p>
Tsubaki has one of the best anti-airs in the form of 2C. It has godlike reach, the I-frames kick in starting on frame 7, and it has a 13 frame start-up. You'll have to be careful when approaching her from the air and you'll need to try to discourage her from abusing that move by using the various ice blades and well spaced j.Cs. </p><p>
</p><p>
As mentioned before, she can use the 214X series as pseudo anti-airs. These move her forward depending on the version she uses so she can tag you out of j.C if you wanted to use it to beat 2C at max range. </p><p>
</p><p>
Her DP A is kinda sucky, it has a low amount of I-frames and will usually trade with whatever you throw at her. Tsubakis can try and be clever by canceling any of the DPs into j.236D (the slow moving orb) on block but the way to beat that is by running directly below Tsubaki and doing 5C. If she does nothing after canceling the DP into j.236D, she'll be in counter hit state in the air and you can hit-confirm the 5C CH. In the other hand, if she tries to dive into the orb and you're in her blind spot, the 5C will tag her the moment she lands from the dive and she'll be in counter hit state for an easy 5C CH hit-confirm. If she cancels it directly into the dive, then you can punish the dive on block. If she doesn't cancel it into anything, then you can hit-confirm the 5C into Sekkajin. Bear in mind that you can only punish her DP D with 66 5A/B.</p><p>
</p><p>
Aside from just baiting DP A with the traditional block, in the corner you can opt for the j.2C safe-jump after a DPC/214A knockdown. In a similar light, if you have the meter to RC, you can bait a wake-up DP with your own DP C. If they push a button or use a DP, they'll get tagged by the slow ass DP C. If they block, you just RC it and continue to pressure. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">Frame Data: Advantageous, Disadvantageous, and Punishable Moves</span></strong></p><p>
</p><p>
<strong>Neutral/Advantageous Moves:</strong></p><p>
</p><p>
</p><ul><li>2A: Neutral<br></li><li>6B: +1<br></li><li>j.236D + j.214D: Unknown but highly advantageous <br><br><br><strong>Disadvantageous Moves:</strong><br><br><ul><li>3C: normally -13 but it has less disadvantage if used at its max distance.<br></li><li>236A: normally -7 but it has less disadvantage if used at its max distance. Be careful when she has Drive meter as she can cancel it into 22D or 214D<br></li><li>236B/C: normally -13  but it has less disadvantage if used at its max distance. Be careful when she has Drive meter as she can cancel it into 22D or 214D<br></li><li>236D: -4, be careful when she has Drive meter as she can cancel it into 22D or 214D<br></li><li>214X Series: -7, be careful when she has Drive meter as she can cancel it into 22D<br></li><li>22A: -9<br></li><li>22B/C: - 5<br></li><li>22D: -7<br></li></ul><p></p><p>
</p><p>
<strong>Punishable Moves:</strong></p><p>
</p><p>
</p><p>
[*]3CC: -26, does not gatling or cancel into anything. Punish guaranteed. </p><p>
[*]6CC: -15, does not gatling or cancel into anything. Punish guaranteed (lol, who'd use this move?)</p><p>
[*]236A: Punish guaranteed on IB. Be careful when she has Drive meter as she can cancel it into 22D or 214D.</p><p>
[*]236B/C: Punishable if not used at its max range. Punish guaranteed on IB. Be careful when she has Drive meter as she can cancel it into 22D or 214D.</p><p>
[*]236D: Punishable on IB only. A perfectly timed 2A will beat both her 214D and 22D follow-ups on IB.</p><p>
[*]214X Series: Punishable on IB only. Be careful when she has Drive meter as she can cancel it into 22D.</p><p>
[*]DP X Series: All punishable by 66 5B</p><p>
[*]j.214X Series: Punishable by 66 5B(1)/5C (CH)</p><p>
</p><p></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
22D is bad, 6A is bad, more to come!</p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p><p>
</p><p>
5B and well spaced 3C will give you a bit of grief during neutral. 236C/D are not much of a threat on their own but if she has the Heat or Drive meter to cancel them, then that's when you need to be careful and know when and when not to push a button. It's a huge guessing game once she has the meter and she'll use that to her advantage to get in on you. </p><p>
</p><p>
22D is scary so you have to learn to react to it and DP it and expect it at any given point in time. </p><p>
</p><p>
Tsubaki is a pretty gimmicky character that thrives on your indecision to push buttons. Just know her options and the various ways to deal with them and you'll be fine, for the most part.</p></li></ul>]]></description><guid isPermaLink="false">4182</guid><pubDate>Mon, 02 Jan 2012 00:51:27 +0000</pubDate></item><item><title>[CSE] Jin vs Taokaka</title><link>https://www.forums.dustloop.com/forums/topic/4177-cse-jin-vs-taokaka/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Medium Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Close Quarters: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
<strong>Her Offense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
<strong>Her Defense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p>
]]></description><guid isPermaLink="false">4177</guid><pubDate>Mon, 02 Jan 2012 00:49:05 +0000</pubDate></item><item><title>[CSE] Jin Mirror</title><link>https://www.forums.dustloop.com/forums/topic/3460-cse-jin-mirror/</link><description><![CDATA[
<p>Going to update these as I have time to gather information from people’s and my own experience and translate what the Japanese are saying in the wiki or BBS</p><p>
</p><p>
For now you guys can discuss the matchup here. </p><p>
</p><p>
Basic/Matchup overview:</p><p>
</p><p>
</p><p>
long-distance:</p><p>
</p><p>
mid range:</p><p>
</p><p>
short range:</p><p>
</p><p>
</p><p>
Best tools:</p><p>
</p><p>
</p><p>
Best way to pressure:</p><p>
</p><p>
</p><p>
</p><p>
Their strategy vs us:</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
Best overall strategy:</p>
]]></description><guid isPermaLink="false">3460</guid><pubDate>Sun, 29 May 2011 19:53:55 +0000</pubDate></item><item><title>[CSE] Jin vs Lambda</title><link>https://www.forums.dustloop.com/forums/topic/4180-cse-jin-vs-lambda/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
You pretty much have to guess which sword she will use at this range. If you get a correct read on her 5D, then you can either do TK 236C and the Ice Blade will go over 5D or you can do 214C if you have the meter to RC it on block. If she uses 6D or 4D in this scenario then you're screwed. If you're not trying to play guessing games, then just do dash + barrier and dash jump forward + hold back to slowly work your way in. If she guesses wrong on your approach while you're dashing and she uses 6D, then you can punish the recovery with dashing 2D. If she guesses wrong with the 5D while you jumped, then risk it with the j.C or land and resume your approach</p><p>
</p><p>
IB all of the sword follow-ups (5DD, 6DD, 4DD) for free meter. Some Lambda's are daring and will try to hit you with either 236B or 6DD after you block 5DD; IB the former and react to the latter. Some are hella daring and will try to get you with 236C; that move is punishable on IB with 66 5B. Sometimes they'll use 236A to attempt a quick mix-up (usually a throw). Then there are others who will use 236D and 236D~C to trap you for a mix-up. </p><p>
</p><p>
The way to get around all this is simple. After you IB 5DD, block low and wait for 236A/B. If you don't feel any hit-stun when she dashes towards you, then she's going to go for a mix-up so get ready to react to the throw attempt. Alternatively, if your reactions are decent, you can DP D her as she's dashing towards you to beat both 236A and B. </p><p>
</p><p>
Now if nothing comes out immediately after 5DD, then dash forward. If she tried to do 236D~C then you'll run right past the saw blade and be able to punish her with 2D. If she tries 236D to stuff your approach after you IB 5DD, then react to that and either jump over it or do 214C to punish it. If she does 236C after 5DD then you'll have to react that as well and hit that Barrier in order to stop your dash and block it. </p><p>
</p><p>
If she's using 214D to try and approach then react to it and nullify the protruding swords with TK 236C. Alternatively, you can react to it and punish it with Ice Wave. The thing is that if she used it while you were jumping then you have no choice but to block it otherwise you'll most likely trade if you try to push a button or you'll get punished if you try to use an Ice Blade. </p><p>
</p><p>
Lambdas like to use 214D~C when they're getting close to the corner so they can use the protruding swords as shield while they dash forward to escape. React to it with Ice Wave or get her during start-up with 236B or 214D if she did it while you were grounded. If you're in the air and she's starting up 214D~C, then use j.C for a CH. The problem here is knowing which 214D she will use; if she uses the short version and you use j.C to try and punish then you'll trade and she'll recover in time for a follow-up to CH 214D. </p><p>
</p><p>
When approaching, try not to super jump or double jump. You're just giving her more time to react with 2D or even worse, she'll use that chance to dash under you to escape. </p><p>
</p><p>
<strong>Medium Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
If Lambda feels the pressure on her then she'll most likely try to apply some pressure herself at this range with 66 2B or 66 4B(1). </p><p>
</p><p>
<strong>Close Quarters: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
<strong>Her Offense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
<strong>Her Defense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p>
]]></description><guid isPermaLink="false">4180</guid><pubDate>Mon, 02 Jan 2012 00:51:10 +0000</pubDate></item><item><title>[CSE] Jin vs Rachel</title><link>https://www.forums.dustloop.com/forums/topic/4187-cse-jin-vs-rachel/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Medium Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Close Quarters: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
<strong>Her Offense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
<strong>Her Defense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p>
]]></description><guid isPermaLink="false">4187</guid><pubDate>Mon, 02 Jan 2012 00:54:09 +0000</pubDate></item><item><title><![CDATA[[CSE] Jin Kisaragi - Video & Discussion Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/3918-cse-jin-kisaragi-video-discussion-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><p><span style="color:#000080;">==============================================================</span></p><p>
</p><p>
</p><div style="text-align:center;"><p><span style="color:#000080;">Jin Kisaragi - CSE Video and Discussion Thread</span></p></div></div><p></p><p>
</p><p>
<span style="color:#000080;">==============================================================</span></p><p>
</p><p>
<img src="http://i.imgur.com/4vOxU.png" alt="4vOxU.png"></p><p>
</p><p>
</p><p>
<strong><em>Ren</em></strong></p><p>
<a href="" rel="external nofollow">VS Fumo (Arakune) 10/7/2011</a></p><p>
<a href="" rel="external nofollow">VS Sakamoto Ryoma (Ragna) 10/7/2011</a> </p><p>
<a href="" rel="external nofollow">VS Tetsuwo (Jin) 10/7/2011</a> </p><p>
<a href="" rel="external nofollow">VS Kyaro (Litchi)10/14/2011</a></p><p>
<a href="" rel="external nofollow">VS Sekido (Relius)/Goro (Lambda) 10/14/2011</a> </p><p>
<a href="" rel="external nofollow">VS Akira (Tager)/Inochi (Ragna)/Serubantesu (Hakumen) 10/28/20</a></p><p>
<a href="" rel="external nofollow">VS Deia (Lambda)/Ware (Bang) 10/29/2011</a> </p><p>
<a href="" rel="external nofollow">VS Nata Kishi (Hakumen) 10/29/2011</a></p><p>
<a href="" rel="external nofollow">VS sharurotte (Lambda)/Yasuko (Makoto) 10/29/2011</a> </p><p>
<a href="" rel="external nofollow">VS HARA (Ragna) 11/11/2011</a> </p><p>
<a href="" rel="external nofollow">VS Satsuno (Taokaka) 11/11/2011</a> </p><p>
<a href="" rel="external nofollow">VS Hifumi (Litchi) 11/15/2011</a> </p><p>
<a href="" rel="external nofollow">VS uchiyama (Bang),shima/hayate(Hazama) 11/15/2011</a> </p><p>
<a href="" rel="external nofollow">VS Y.Y (Lambda) 11/15/2011</a></p><p>
<a href="" rel="external nofollow">VS Barell (Tager)/Shima (Hazama) 11/29/2011</a></p><p>
<a href="" rel="external nofollow">VS Seji (Taokaka) 11/29/2011</a> </p><p>
<a href="" rel="external nofollow">VS Komomo (Ragna) 11/29/2011</a></p><p>
<a href="" rel="external nofollow">VS Akira (Tager) 12/2/2011</a></p><p>
<a href="" rel="external nofollow">VS Sakuma (MU-12) 12/2/2011</a></p><p>
<a href="" rel="external nofollow">VS Denchu (Bang) 12/5/2011</a></p><p>
<a href="" rel="external nofollow">VS Fio (Litchi) 12/14/2011</a> </p><p>
<a href="" rel="external nofollow">VS Tsubasa (Hazama)/???(Lambda) 12/14/2011</a></p><p>
<a href="" rel="external nofollow">VS Yutta (Ragna)/Miya (Jin)/Fio (Litchi) 12/14/2011</a> </p><p>
<a href="" rel="external nofollow">VS GUCCI (Noel) 12/14/2011</a></p><p>
<a href="" rel="external nofollow">VS Kaqn (Ragna) 12/14/2011</a></p><p>
<a href="" rel="external nofollow">VS Pachi (Relius) 1/21/2012 </a> </p><p>
<a href="" rel="external nofollow">VS Pachi (Relius) 1/21/2012</a></p><p>
<a href="" rel="external nofollow">VS The Mother Fucking Shounen (Litchi) 1/28/2012</a></p><p>
<a href="" rel="external nofollow">VS Nezu (Bang) 1/28/2012</a></p><p>
<a href="" rel="external nofollow">VS Kuresu (Tsubaki)/0(Hakumen) 2/18/2012</a></p><p>
<a href="" rel="external nofollow">VS Shouhizei (Valkenhayn) 2/18/2012</a></p><p>
<a href="" rel="external nofollow">VS Tetsuwo (Jin) 4/26/2012</a></p><p>
<a href="" rel="external nofollow">VS Dennou (Bang) 4/26/2012</a></p><p>
<a href="" rel="external nofollow">VS R-1 (Noel) 4/26/2012</a></p><p>
<a href="" rel="external nofollow">VS Ako (Valkenhayn) 6/23/2012 </a></p><p>
<a href="" rel="external nofollow">VS Carl-Kun (Carl) 6/23/2012</a></p><p>
<a href="" rel="external nofollow">VS Shieru (Hakumen) 6/23/2012</a></p><p>
<a href="" rel="external nofollow">VS Gagaga (Jin) 6/23/2012</a></p><p>
<a href="" rel="external nofollow">VS Nosuke (Platinum)/Burea (Noel) 6/24/2012</a></p><p>
<a href="" rel="external nofollow">VS Sui (Platinum)/PET (Tager)/Serizawa (Mu-12) 6/24/2012</a></p><p>
<a href="" rel="external nofollow">VS VER (Arakune) 6/24/2012</a></p><p>
</p><p>
</p><p>
<strong><em>Tetsuwo</em></strong></p><p>
<a href="" rel="external nofollow">VS NAAO (valkenhayn) 10/7/2011</a></p><p>
<a href="" rel="external nofollow">VS Ren (Jin) /Yoshiki (Lambda) 10/7/2011</a></p><p>
<a href="" rel="external nofollow">VS Hima (Valkenhayn) 10/27/2011</a></p><p>
<a href="" rel="external nofollow">VS ??? (Taokaka)/??? (Ragna) 4/26/2012</a></p><p>
<a href="" rel="external nofollow">VS ??? (Jin)/??? (Mu-12)/??? (Lambda) 4/26/2012</a></p><p>
<a href="" rel="external nofollow">VS ??? (Hakumen) 4/26/2012</a></p><p>
<a href="" rel="external nofollow">VS ??? (Hakumen) 4/26/2012</a></p><p>
<a href="" rel="external nofollow">VS Ren (Jin) 4/26/2012</a></p><p>
</p><p>
<span style="color:#FF0000;"><em>Inuo</em></span></p><p>
<a href="" rel="external nofollow"> VS Dora (Bang)/Ora (Hazama) 10/6/2011</a></p><p>
<a href="" rel="external nofollow">VS Dora (Bang) 10/6/2011</a></p><p>
<a href="" rel="external nofollow">VS Hima (Valkenhayn) 10/6/2011</a></p><p>
</p><p>
<span style="color:#0000CD;"><em>Miu</em></span></p><p>
<a href="" rel="external nofollow"> VS Jiku (Bang) 10/23/2011</a></p><p>
<a href="" rel="external nofollow">VS Kyoju (Relius) 10/23/2011</a> </p><p>
<a href="" rel="external nofollow">VS Noze (Noze) 10/23/2011</a></p><p>
<a href="" rel="external nofollow">VS Jiku (Bang) 1/22/2012</a></p><p>
<a href="" rel="external nofollow">VS kyoju (Carl) 1/22/2012</a></p><p>
<a href="" rel="external nofollow">VS Mao (Taokaka) 1/22/2012</a></p><p>
<a href="" rel="external nofollow">VS ??? (Lambda) 1/22/2012</a> </p><p>
<a href="" rel="external nofollow">VS Nidaime Zakuto (Hakumen) 2/19/2012</a></p><p>
<a href="" rel="external nofollow">VS Touhou Fuhai Zakuto (Relius) 2/19/2012</a> </p><p>
<a href="" rel="external nofollow">VS Ema (Litchi)/Hare (Ragna) 3/24/2012</a></p><p>
<a href="" rel="external nofollow">VS Hattorimaru (Hakumen) 3/24/2012</a></p><p>
<a href="" rel="external nofollow">VS Poppo (Litchi) 3/24/2012</a></p><p>
 </p><p>
<span style="color:#4B0082;"><em><strong>Shirushi</strong></em></span></p><p>
<a href="" rel="external nofollow"> VS Nyomu (Rachel)/TORI (Relius)/YENGE (Jin) 10/28/2011</a></p><p>
<a href="" rel="external nofollow">VS Akira (Tager) 10/28/2011</a> </p><p>
<a href="" rel="external nofollow">VS Akira (Tager) 11/5/2011</a></p><p>
<a href="" rel="external nofollow">VS Komomo (Ragna) 11/18/2011</a></p><p>
<a href="" rel="external nofollow">VS Satsuno (Taokaka) 1/20/2012</a></p><p>
<a href="" rel="external nofollow">VS Masashi (Valkenhayn) 1/27/2012</a></p><p>
<a href="" rel="external nofollow">VS Dennou (Bang) 1/28/2012</a> </p><p>
<a href="" rel="external nofollow">VS Yenge (Jin) 2/3/2012</a></p><p>
<a href="" rel="external nofollow">VS Momoi (Carl) 2/10/2012</a></p><p>
<a href="" rel="external nofollow">VS R-1 (Noel) 2/24/2012</a></p><p>
<a href="" rel="external nofollow">VS Miya (Jin)/Reu (Mu-12) 2/25/2012</a></p><p>
<a href="" rel="external nofollow">VS Ame (Lambda)/TORI (Relius) 3/2/2012</a></p><p>
<a href="" rel="external nofollow">VS Masashi (Valkenhayn) 3/2/2012</a></p><p>
<a href="" rel="external nofollow">VS Hane (Litchi)/Yoshiki (Lambda) 4/13/2012</a></p><p>
<a href="" rel="external nofollow">VS Takeyama (Noel)/Kuresu (Tsubaki) 5/11/2012</a></p><p>
<a href="" rel="external nofollow">VS Jakku Jakku (Relius)/ESP (Taokaka) 5/11/2012</a></p><p>
<a href="" rel="external nofollow">VS Anzu (Makoto)/Zen ichi (Tager)/Hane (Litchi) 5/11/2012</a></p><p>
<a href="" rel="external nofollow"> VS Serizawa (mu-12)/Masashi (Valkenhayn)/Ryuusei (Carl) 6/20/2012</a></p><p>
<a href="" rel="external nofollow">VS Jinren (Lambda)/8 C (Platinum) 7/6/2012</a></p><p>
<a href="" rel="external nofollow">VS Ito (Hazama)/Chibaken (Hakumen) 7/6/2012</a></p><p>
</p><p>
<span style="color:#FFD700;"><em>K</em></span><span style="color:#FFF0F5;"><em>E</em></span><span style="color:#0000CD;"><em>I</em></span></p><p>
<a href="" rel="external nofollow">VS kaqn (Ragna) 11/18/2011</a></p><p>
<a href="" rel="external nofollow">VS Akira (Tager)/Sekido (Hazama) 11/25/2011</a></p><p>
<a href="" rel="external nofollow">VS Kuresu (Tsubaki)/Seji (Taokaka)/Komomo (Ragna) 11/25/2011</a></p><p>
<a href="" rel="external nofollow">VS Kagura (Lambda)/Gin (Bang) 12/17/2011</a></p><p>
<a href="" rel="external nofollow">VS Hyaku shoku (Rachel)/HARA (Ragna)/Kyarocha (Hazama) 12/17/2012</a></p><p>
<a href="" rel="external nofollow">VS Rocha (Hazama) 2/12/2012</a></p><p>
<a href="" rel="external nofollow">VS Ame (Lambda)/Mio (Litchi) 2/12/2012</a></p><p>
<a href="" rel="external nofollow">VS Shirapi (Litchi) 3/24/2012</a></p><p>
<a href="" rel="external nofollow">VS K-Hei (Carl) 3/24/2012</a></p><p>
<a href="" rel="external nofollow">VS Takeyama (Noel)/Takosu (Hakumen) 3/24/2012</a></p><p>
<a href="" rel="external nofollow">VS Chin (Hakumen)/Hima (Valkenhayn) 7/6/2012</a></p><p>
<a href="" rel="external nofollow">VS Barell (Tager)/Ryuu (Valkenhayn)/Goro (Makoto) 7/6/2012</a></p><p>
</p><p>
<span style="color:#8B4513;"><em>Ronitta</em></span></p><p>
<a href="" rel="external nofollow">VS ???( Arakune)/??? (Relius)/ ??? (Platinum) 11/15/2011</a></p><p>
<a href="" rel="external nofollow">VS ??? (Jin)/ ??? (Carl) 11/15/2011</a></p><p>
<a href="" rel="external nofollow">VS Spinoza (Tsubaki) 11/19/2011</a></p><p>
<a href="" rel="external nofollow">VS PRFARMY (Hakumen) 11/19/2011</a></p><p>
<a href="" rel="external nofollow">VS Sakamoto Ryouma (Ragna) 12/30/2011</a></p><p>
<a href="" rel="external nofollow">VS Natakishi (Hakumen)/satoru (Ragna)/rin hime (Rachel) 12/30/20</a></p><p>
<a href="" rel="external nofollow">VS Minami (Bang) 12/30/2011</a></p><p>
<a href="" rel="external nofollow">VS Nezu (Bang) 3/24/2012</a></p><p>
 </p><p>
<em><span style="color:#000080;">KC</span></em></p><p>
<a href="" rel="external nofollow">VS A Numa (Lambda) 12/3/2011</a></p><p>
<a href="" rel="external nofollow">VS Mutou (Hazama) 12/3/2011</a></p><p>
<a href="" rel="external nofollow">VS Usan (Bang) 12/3/2011</a></p><p>
<a href="" rel="external nofollow">VS Yamachi (Platinum) 12/3/2011</a></p><p>
<a href="" rel="external nofollow">VS Yamashi (Hakumen)/??? (Hazama)/??? (Ragna) 12/3/2011</a></p><p>
<a href="" rel="external nofollow">VS Nosuke (Platinum) 12/17/2011</a></p><p>
<a href="" rel="external nofollow">VS Yamachi (Platinum) 12/17/2011</a></p><p>
<a href="" rel="external nofollow">VS PRFArmy (Hakumen) 12/17/2011</a></p><p>
<a href="" rel="external nofollow">VS Yoshiki (Lambda) 12/30/2011</a></p><p>
<a href="" rel="external nofollow"> VS U-san (Bang) 3/3/2012</a></p><p>
<a href="" rel="external nofollow"> VS Spinoza (Tsubaki) 3/3/2012</a></p><p>
<a href="" rel="external nofollow"> VS Hechima (Hazama)/Yuu (Noel) 4/7/2012</a></p><p>
<a href="" rel="external nofollow"> VS Koji (Ragna) 4/7/2012</a></p><p>
<a href="" rel="external nofollow">VS U-san (Bang) 6/16/2012 </a></p><p>
<a href="" rel="external nofollow">VS VS Ridoru(Rachel)/Nosuke(Platinum)/Pata(Ragna) 6/16/2012</a></p><p>
<a href="" rel="external nofollow">VS U-san(Bang)/PRFArmy(Hakumen)/Yamachi(Platinum) 6/16/2012</a></p><p>
<a href="" rel="external nofollow">VS PRF Army (Hakumen)/Mitsurugi (Hazama) 7/7/2012</a></p><p>
<a href="" rel="external nofollow">VS Tokuwara (Litchi)/U-san (Bang) 7/7/2012</a></p><p>
 </p><p>
<em><span style="color:#800080;">Sakuma</span></em></p><p>
<a href="" rel="external nofollow">VS Shin (Lambda) ??? (Tager) 12/17/2011</a></p><p>
<a href="" rel="external nofollow">VS Jinkichi (Jin) Joruju (Bang) 12/17/2011</a></p><p>
<a href="" rel="external nofollow">VS Hanaya (Tsubaki) 12/17/2011</a></p><p>
<a href="" rel="external nofollow">VS Hanaya (Tsubaki) 12/17/2011</a></p><p>
<a href="" rel="external nofollow">VS Aru (Hazama) Joker (Valkenhayn) 12/29/11</a></p><p>
<a href="" rel="external nofollow">VS Ryota (Makoto) 12/29/11</a></p><p>
<a href="" rel="external nofollow">VS Joker (Valkenhayn) 12/29/11</a></p><p>
</p><p>
<span style="color:#ff00ff;"><em>Eruo</em></span></p><p>
<a href="" rel="external nofollow">VS Joker (Valkenhayn)</a></p><p>
<a href="" rel="external nofollow">VS Yumekami (Platinum)</a></p><p>
<a href="" rel="external nofollow">VS Rasuku (Tager)</a></p><p>
<a href="" rel="external nofollow">VS Tohan Sensha (Arakune) 3/24/2012</a></p><p>
<a href="" rel="external nofollow">VS Yamachi (Platinum) 3/24/2012</a></p><p>
 </p><p>
<em><strong><span style="color:#0000CD;">Mariwo</span></strong></em></p><p>
<a href="" rel="external nofollow">VS Hane (Litchi)/Mashashi (Valkenhayn) 10/8/2011</a></p><p>
<a href="" rel="external nofollow">VS Denchu (Bang) 12/5/2011</a></p><p>
<a href="" rel="external nofollow">VS Kuresu (Tsubaki)/Sakamoto Ryoma (Ragna)/Satsuno (Taokaka) 1/14/2012</a></p><p>
<a href="" rel="external nofollow">VS Yoshiki (Lambda) 1/14/2012</a></p><p>
</p><p>
<em><span style="color:#ff0099;"><strong>Fenrichi</strong></span></em></p><p>
<a href="" rel="external nofollow">VS ??? (Ragna)/Matoi (Taokaka) 1/15/2012 (eruo shows up later)</a></p><p>
<a href="" rel="external nofollow">VS So-hei (Rachel) 2/26/2012</a></p><p>
<a href="" rel="external nofollow">VS Akaro (Bang)/Hen (Mu-12)/Macchi (Ragna) 2/26/2012</a></p><p>
<a href="" rel="external nofollow">VS Akira (Tager) 3/24/2012</a></p><p>
<a href="" rel="external nofollow">VS ??? (Noel)/??? (Valkenhayn) 4/18/2012</a></p><p>
<a href="" rel="external nofollow">VS ??? (Rachel) 4/18/2012</a></p><p>
<a href="" rel="external nofollow">VS Lucky (Ragna)</a></p><p>
<a href="" rel="external nofollow">VS Ragna 7/21/2012</a></p><p>
<a href="" rel="external nofollow">VS Hakumen 7/21/2012</a></p><p>
<a href="" rel="external nofollow">VS Platinum 7/21/2012</a></p><p>
 </p><p>
<span style="font-family:'Arial Black';"><strong>Other Jins </strong></span>(Jins we don't see as often as the others or...just aren't as good :P or quit etc)</p><p>
<a href="" rel="external nofollow">Konkon VS Oni (Relius)/Isshi (Carl) 10/9/2011</a></p><p>
<a href="" rel="external nofollow">Miya VS Odanba (Mu-12)/Ichyo (Ragna)/Yumura (Tager) 10/19/2011</a></p><p>
<a href="" rel="external nofollow">Miya VS Teruwo (Hazama) 12/7/2011</a></p><p>
<a href="" rel="external nofollow">Various jins 1/15/2012</a></p><p>
<a href="" rel="external nofollow">Various jins 1/15/2012 (eruo shows up later)</a></p>
]]></description><guid isPermaLink="false">3918</guid><pubDate>Thu, 06 Oct 2011 22:57:10 +0000</pubDate></item><item><title>[CSE] Jin vs Carl</title><link>https://www.forums.dustloop.com/forums/topic/4186-cse-jin-vs-carl/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs His Tools</strong></p><p>
</p><p>
<strong>Medium Range: Your Tools vs His Tools</strong></p><p>
</p><p>
<strong>Close Quarters: Your Tools vs His Tools</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
<strong>His Offense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
<strong>His Defense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p>
]]></description><guid isPermaLink="false">4186</guid><pubDate>Mon, 02 Jan 2012 00:54:04 +0000</pubDate></item><item><title>[CT-CS2] Jin Block strings, frame traps, gimmicks, etc.</title><link>https://www.forums.dustloop.com/forums/topic/1203-ct-cs2-jin-block-strings-frame-traps-gimmicks-etc/</link><description><![CDATA[
<p>A thread to discuss block strings, frame traps, gimmicks, tricks. 

SHTKN MOD MESSAGE: This thread may seem disjointed for the few page or so, but that's because I merged 3 threads into one.</p>
]]></description><guid isPermaLink="false">1203</guid><pubDate>Thu, 23 Jul 2009 18:40:21 +0000</pubDate></item><item><title>[CSE] Jin vs Platinum</title><link>https://www.forums.dustloop.com/forums/topic/4191-cse-jin-vs-platinum/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
Your j.C beats her j.C in terms of speed and range, use it and abuse it as an air-to-air. Her 5B at max range beats anything you throw at her, your best bet here is to just block. Her 2B low profiles under your j.C and can hurt you because of its range so don't abuse that as a jump-in too much. Use 2D with caution but if it lands, hit or block, you're in. Her Cat Hammer works rather well here, she can use it to punish whiffed pokes and is fast enough to stuff your pokes. </p><p>
</p><p>
She can use Mystique Momo and the bombs as anti-air so be careful when you're high off the ground. Watch out for random Heart Cars if she has the meter and/or if you have your back against the corner. She can use her pogo stick (Air Persia) to jump over projectiles thanks to its projectile invul properties so be on the look out for that when using 2D/5D.</p><p>
</p><p>
Ice Swords work rather well in this match. Your j.C and Ice Swords can pop her bubble with ease if she dares to use it. If she does Mystique Momo Missiles (214D) then super double jump over them, super jump Ice Car D if you wanna burn meter and don't want to deal with it at all, or use Ice Wave on reaction if you have the meter. Use your best judgment against her bombs as those can be controlled now, Ice Wave makes them obsolete outside of oki though.</p><p>
</p><p>
<strong>Medium Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
Your max range 5C beats most of her mid-range normals but her dashing 5A can stuff your 5C. Your 2A works pretty well as a poke here. Her 6A rapes your jump-ins at this range.</p><p>
</p><p>
<strong>Close Quarters: Your Tools vs Her Tools</strong></p><p>
</p><p>
Her 5A just rapes you at this range. Try to avoid being at this range unless you're the one pressuring. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
The match might as well be over the moment you start your pressure. She has no reversals outside of the bat and CDT. Abuse 2A x n and 2A stagger pressure, 5B &gt; 2A x n, 5B &gt; 2C/2B &gt; delayed 5C frame traps, 5C &gt; 2D if you get pushed out by barrier/IB barrier. You want your pressure to be air tight, don't give her a chance to jump out and make sure you use frame trap strings from time to time. Hell I'd go as far as not using throws just to not let her out of your pressure. If you see that she has the meter for a CA, bait it by using jump cancels in your strings. </p><p>
</p><p>
<strong>Her Offense:</strong></p><p>
</p><p>
Her 5A pressure is pretty scary since 5A is +1 on block and all she has to do is dash back in to continue her pressure. She can also use 6B (like +12 on block if done at max rannge) and JC &gt; j.2C &gt; Swallow to reset pressure when she gets pushed out a bit so pay attention. If she's JC'ing to reset pressure then look out for Swallow &gt; j.C if she still hasn't used Swallow once before, that shit hurts. Never, EVER try to roll out of the corner after 236B or else you'll get caught by Bubble oki and eat a 4K+ meterless combo. She can also squeeze under you with her 2A if you neutral tech for a cross-up. </p><p>
</p><p>
She can use the Cat Hammer as an instant overhead, which means that she can do long range high/low mix-ups with Cat Hammer/2B and 3C. </p><p>
</p><p>
Watch out for frying pan instant overheads. The frying pan instant overhead is punishable by 5B on block(?). The big ass fan (super frying pan) is positive on block(?) so don't try and push buttons if you block it. Remember that her hammer breaks two primers, the super hammer breaks three and creates an unblockable quake effect, and she can use both for IAD cross-ups. So if she has the hammer and you're down to two or three primers, then you better hold that barrier. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
Your 5A/5B and jumps blow up TK Swallow mix-ups if they're not used during her 5A pressure. Use that with caution as she has an answer to both of those options. Use DPs with meter to RC just don't be too predictable. IB barrier is your best choice against her 5A pressure, just be careful when you jump out/back dash. </p><p>
</p><p>
<strong>Her Defense:</strong></p><p>
</p><p>
lol what defense? Pay attention to her meter because a CA is one of her few options for getting out of pressure. The bat is laughably easy to bait since its vertical reach is non-existent, a simple jump is enough to bait it and it doesn't help that there's a sign that lingers over her which reads "Herp, I DP nao". She can use that to her advantage though, jump canceling in pressure leaves a hole in your offense which she can use to escape. She also has the option of IB &gt; backdash and IB &gt; barrier but if your pressure is as tight as it should be and you're not being auto-pilot, then you should be able to deal with that accordingly. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong>The Quake (Super Hammer equipped/unblockable setup)</strong> - She'll most likely set this up after she knocks you down, if she has the bombs or missiles equipped then she'll do Mystique Momo &gt; Item Install (Hammer) &gt; Quake as oki. If she doesn't have the bombs or missiles then she'll just do Bubble + Quake as oki. There's probably better ways to do this but I'm unaware of those ways at the moment. </p><p>
</p><p>
<strong>Swallow Moon &gt; mid-combo mix-up resets</strong> - I hope your reactions are good because she can reset those j.C &gt; j.2C combos with Swallow Moon &gt; j.B/j.C/2A/2B/Throw. She'll most likely do this if she's mid-screen and she starts off the combo with 5A, 2A, 5C, 5B (close), j.B, j.C, and j.2C.</p><p>
</p><p>
<strong>Command throw into random floating Bubble </strong>- if you're under pressure and you see a Bubble floating above or behind you, then chances are that Plat is going to command throw you into it for massive damage. Be ready to jump out. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p><p>
</p><p>
Jin seems like he still has a slight advantage over Plat, nothing like in CSII though. That and Platinum's buffs will not make this match as easy as before. Ice Blades, j.C, and reaction Ice Wave at long range, 5C and 2A at mid-range, and try to avoid close quarters combat with her. Be careful of random Heart Cars if she has meter and you're near the corner. The match is yours once you get in and begin your pressure, it's all about conditioning her to act like you want her to act.</p>
]]></description><guid isPermaLink="false">4191</guid><pubDate>Mon, 02 Jan 2012 00:54:25 +0000</pubDate></item><item><title>[CSE] Jin Changelog</title><link>https://www.forums.dustloop.com/forums/topic/3912-cse-jin-changelog/</link><description><![CDATA[
<p>-{… 6C, IAD j.C, j.2C, 5C, 623B} combos</p><p>
-{j.C CH, 2D} does not combo</p><p>
-j.C, j.2C attack level reduced</p><p>
-cant press 6C after 632146D, recovery of the DD increased</p><p>
-2D breaks primer, but it seems slower</p><p>
-2B lost jump cancel</p><p>
-2C &gt; 6B new gatling</p><p>
-Yukikaze with less pro rate</p><p>
-CS2 Yukikaze RC + 5C used to deal 660 dmg, CS EX it's 880</p><p>
-4BC and 6BC special cancel on third hit</p><p>
-Double getsumei still works, but less damage</p><p>
-6A less pro rate (more damange)</p><p>
-623 B is a lot faster</p><p>
-5B loop on corner sounds easier (probably refering to rehhyo)</p><p>
-if you press 6C kinda far of the opponent, 214C doesn't combo</p><p>
-new corner combo starting with {3C, 214A} that deals ~4k</p><p>
-hitbox on 6C seems to have been modified (only hits closer to Jin)</p><p>
-on Relius {3C, 214C} combos (as well as Tsubaki)</p><p>
-throw, 214whiff, 5C, sekkajin, 6C, 214C - 2523 dmg</p><p>
-{Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage</p><p>
</p><p>
this session follow pro-rate test:</p><p>
{2A, 2A} = 407 Damage</p><p>
- {5B (1), 5C} = 789 Damage</p><p>
- {5B (2), 5C} = 943 Damage</p><p>
- {5B (2), 5C, 632146D} = 2.559 Damage (3.686 double DD)</p><p>
- {632146C} = 1.506 (3 hits), 2.020 (5 hits), 2.203 (6 hits)</p><p>
- {6A RC, 5C, 6C, 623B, 6C, 623C, 5B, 5C, 2C, hj.D, 5B, 5C, 3C} = 4.040 Damage</p><p>
-{5B, 5C, Sekkajin, 5C, 2C, hj.D…} works</p><p>
-{… Sekkajin, 5C, JC j.C, j.2C, j.D, 6C, 214C} works as well. ~3.000 Damage</p><p>
-{5B, 5C, 623B, dash 6A, 2B, 5C, 6C, dash cancel j.C, JC j.2C, j.D, j.214C} – 3.316 Damage</p><p>
-combo with 3C mentioned above is {3C, 214A, 5C, 623B, 6C, 623C, 5B, 5C, 2C, hj.D, 5B, 5C, 3C, (214C)}</p><p>
-{5B, 5C, Sekkajin, 5C, 2C, JC j.C, j.2C, JC j.2C, j.C, j.D} – combo seems to drop on the last {j.C, j.D}. Maybe less level on j2C</p><p>
-On FC, it's possible to {623B, 6A, 3C} incombo. After that 3C ice car combos”</p><p>
-Throw -&gt; AH Works lol</p><p>
-623C loop seems harder to hit, and easier to whiff</p><p>
-Make it be {dash 6C, 623C}  so it doesn't whiff</p><p>
-combos that start with A make timing way more restrict on jB j2C</p><p>
-6C 2D seems to be character-specific now. Works on Mu-12 (as well as kune, Bang, Hazama, Relius, Makoto, Platinum, Noel, Tsubaki and Ragna)</p><p>
-Backdash seems to be worst</p><p>
-214A - 623 B combos (what the fuck?)</p><p>
-vs Tager {2D, j.B, j.2C, j.C, dash 5C, j.2C, delay j.C, land 5B, 2B, 5C, 3C, 214C} – 2.823 Damage, 42 Heat”</p><p>
-623D lifts the opponent less</p><p>
-2C really has invincibility? Arakune countered it with jB...</p><p>
-6D seems to freeze for longer time</p><p>
-j236X seems to come out faster</p><p>
</p><p>
Resets and mix-ups:</p><p>
-{stuff, 6C, 2D, dash 2B whiff, Throw}</p><p>
-(corner) {…opponent on air, 5C, HJC j.2C, j.D, j.236D, 6C/Throw}</p><p>
-(corner) {…opponent on air, 6C, 6D, 236D,j.B/2B/Throw}</p><p>
-{chain, j.2C, j.D, airdash j.D cross-up} – sadly jD the duration of jD (on freeze) is shorten, can't seem to continue the combo</p><p>
-{5B, 5C, 623B, 3C, 214A, 5C, 6C, 6D, j.2C, j.C, 5B, 5C, 3C, 214C} – ~3.400 Damage</p><p>
^You can do {623B, 214A} as well</p><p>
-{Sekkajin, 6A, 2B} doesn't work, o 2B doesn't hit, but {623B, 6A, 3C} works</p><p>
-{5B, 5C, Sekkajin, dash 6C, 2D, 6B, Sekkajin, 214C} – ~40 Heat</p><p>
-{… j.D, j.214A, 3C, 214C} works</p><p>
-{… 3C, 214A, 3C, 214C} works</p><p>
-{… 3C, 214A, 5C, 2C, 6C, 623C, 5B…} works too</p><p>
</p><p>
</p><p>
source: <a href="" http: rel="external nofollow">http://www.hitconfirm.com.br/2011/10/05/primeiras-informacoes-sobre-blazblue-continuum-shift-extend/</a></p><p>
translation: Mameshiba</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="stunedge" data-cite="stunedge"><div>Jin impressions <p>
most changes are already mentioned in loketest so not going to go over them again</p><p>
just picking up important ones</p><p>
</p><p>
- 2D breaks guard primer, but they took away it from 6A and Cdp </p><p>
- JB JC have lower attack level, JA&gt;JB&gt;jc&gt;J2C doesn't combo, JC(counter)&gt;2D doesn't work </p><p>
- Sekkajin has less proration, 2B&gt;B&gt;C&gt;Sekka&gt;6C~ works </p><p>
- 2C P1(70%), 2C&gt;5C deleted, 2C&gt;6B added </p><p>
- 2B no jump cancel</p><p>
- 2A&gt;throw chain added (like hakumen)</p><p>
- Bdp slightly faster</p><p>
- IceArrow damage guarantee 500~600, so much longer recovery time, almost useless as a combo finish move </p><p>
- Wave super has nearly 1000damage guarantee </p><p>
</p><p>
mid-screen combo seems to be the biggest problem </p><p>
6C&gt;5C is impossible</p><p>
6C&gt;2D works only with dash6C or very close range 6C, sth like (crouch)B&gt;C&gt;6C&gt;2D just whiff</p><p>
6C can combo into 214C, dash cancel JC, or dash cancel Bdp directly when close to corner </p><p>
</p><p>
some new combos </p><p>
5B&gt;5C&gt;sekka&gt;dash6C&gt;dc&gt;JC&gt;214A&gt;(wall bounce)&gt;switch side&gt;5C&gt;HJ2C&gt;JD&gt;iad&gt;J2C&gt;JC&gt;B&gt;3C&gt;214C</p><p>
2B&gt;B&gt;C&gt;sekka&gt;6C&gt;6D&gt;iad&gt;J2C&gt;JC&gt;B&gt;3C&gt;214A&gt;Bdp&gt;214C</p><p>
2D&gt;dash6C&gt;dc&gt;JC&gt;21A&gt;switchside&gt;5C&gt;Bdp&gt;6C&gt;Cdp</p><p>
</p><p>
Bang buff makes Jin vs Bang is so much harder(but still better than CS1) </p><p>
Ragna can be tough</p><p>
jumping without purpose just doesn't make sense for Jin now, so he needs to think more </p><p>
</p><p>
can't really tell which position Jin will settle eventually, but I think it will not be like CS2 position at least</p></div></blockquote><p>
</p><p>
+ Yukikaze catches lows</p><p>
source: <a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=CWy0aqwoNDk#t=5m50s</a></p><p>
</p><p>
- 623C does not break primer</p><p>
- 6A does not break primer</p><p>
</p><p>
DON'T TREAT THIS LIST AS FINAL YET. IT'S BEEN LESS THAN A DAY</p>
]]></description><guid isPermaLink="false">3912</guid><pubDate>Wed, 05 Oct 2011 20:58:42 +0000</pubDate></item><item><title>[CSE] Jin vs Ragna</title><link>https://www.forums.dustloop.com/forums/topic/4175-cse-jin-vs-ragna/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs His Tools</strong></p><p>
</p><p>
His dashing 2A will beat your j.C all day if you're not careful and 2B low profiles under it, other than that, j.C is still a pretty decent poking tool. It's actually not that common for Ragnas to attempt 2A and 2B AAs but it is something to keep in mind, if he doesn't AA you then he'll at least get in on you and start his pressure.</p><p>
</p><p>
Your 3C low profiles under his max range 5B. You can still zone the crap out of him with Ice Blades (TK j.236C usually) though. Use 5D sparingly. He can actually get a pretty decent combo off a 5C CH now so be careful when using your own 5Cs and 5Ds. 5B still shits on your 5C though from what I've seen. I would keep the use of 2D to an absolute minimum, he can really fuck you up now if you're to whiff it. j.C is still a godly air-to-air tool and will beat most of his stuff in the air. </p><p>
</p><p>
<strong>Medium Range: Your Tools vs His Tools</strong></p><p>
</p><p>
I'd refrain from using 2A to poke, if he's a couple of frames faster than you with 2A or 5B then you're in for a world of hurt (/Task). 2A low profiles pretty well against his j.B. His j.C still looks pretty godlike as a jump-in tool, I'm placing my hope on the new 2C with EXTRA head I-frames to at least try and stop it, but we'll see. He can AA you out of your j.Bs all day with 5A and 6A so keep the j.B jump-ins to a minimum. Look out for random GHs. j.B is a pretty useful air-to-air.</p><p>
</p><p>
<strong>Close Quarters: Your Tools vs His Tools</strong></p><p>
</p><p>
5B, use it and abuse it. For the love of all that's good, sharpen that reaction time of yours in order to block 6B. You do NOT want to get hit by 6B at this range in this game, at all. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
You're going to have to be on the look out for IB flashes as that's usually your cue to JC whatever you're doing and bait ID. Try to force him to push you out with Barrier block or you push yourself out with 2A pressure, that way you'll be able to do max range 5C &gt; 2D where you'll be out of ID's range and you'll also be able to reset pressure. </p><p>
</p><p>
<strong>His Offense:</strong></p><p>
</p><p>
Be mentally prepared to react to 6B after 2A and 2B at close range as well as during wake-up. He can gatling into 6B from 5A and 2C but that's not as common as the two former gatlings. He'll most likely go for Gauntlet Hades after he has pushed you out a bit, the odds of this happening are higher if he has the meter to RC as GH is rather unsafe on block. Speaking of RC'ing, he'll most likely RC Hell's Fang and Gauntlet Hades follow-ups to mix-up, reset pressure, frame trap you or all of the above. Be wary of 6D &gt; j.D as he can do j.D close enough to the ground, feint it, and do a dashing 2B instead. </p><p>
</p><p>
If he sees that you have the meter to RC a DP, then he'll most likely space his Death Spike just perfectly so that he isn't hit by any of your DPs. To add to that, if he finishes a corner combo with Hell's Fang &gt; Follow-up, he's at a perfect range to use Death Spike and have it so that all of your DPs will whiff. </p><p>
</p><p>
Although it's usually rare for Ragnas to use Hell's Fang during block-strings, be ready to play rock-paper-scissors with the guy here if you fail to IB it. </p><p>
Rock - He'll use ID since he's at a frame disadvantage and can use that to his advantage.</p><p>
Paper - He'll condition you into baiting ID and reset pressure/go for a mix-up.</p><p>
Scissors - He'll go for the follow-up which results in a pseudo-frame trap. </p><p>
</p><p>
If you IB Hell's Fang then just punish him with a jab or 5B for acting the fool lol.</p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
You should try to IB DP D as much as possible, just bear in mind that he can JC 5A, 3C, and 6A on block to bait your DPs, 3C being the most common JC'd move. The second hit of his 6C is JC'able as well, he'll most likely go for a JC Barrier away since that move is unsafe and easily IB'd. Not really something to worry about since Ragnas hardly ever bait DPs off JCs. They will try to bait your DPs from things like 22C stagger, 2C, j.D, and j.C on IB so exercise caution. One would think that a good time to DP would be after IB'ing 2B since it's not JCable but be careful as that can also be used to bait DPs. If he does, you IB it but you don't bite with the DP, then he just lost his pressure. </p><p>
</p><p>
If he's getting greedy with 5B/5C &gt; Death Spike at max range, then IB his 5B/5C and go for a 5C CH &gt; 2D combo. If he's doing back to back max range Death Spikes and you're on the verge of getting guard crushed, then throw out a 5D if you expect another Death Spike as that will beat it cleanly. Only use 5D if you absolutely believe that he'll be spamming Death Spike, otherwise he'll fuck you up with 5B and 5C. Of course, the safest way to deal with Death Spike is to just jump forward and over it. It's not an air unblockable move so there's not much to worry about. </p><p>
</p><p>
He might try to reset pressure by JC'ing 3C or 6D, be ready to AA with Fubuki, j.A, and air-throws or simply use that gap to escape pressure. He'll also try to reset pressure by doing 6D &gt; j.D and as mentioned before, that's an easy IB and if you're gutsy, then try using a Gold Burst here if you IB j.D. Reason being is that you don't run the risk of getting a DP baited AND you can turn the tide since Gold Bursts are positive on block. However, if you don't time your Gold Burst perfectly then you'll get a Green Burst, something that you don't want to happen. That and the Gold Burst can be baited. The other way to deal with 6D &gt; j.D is to IB Barrier both 6D and j.D, if not, then just IB Barrier j.D. Another option for using Gold Bursts, is to use your Gold Burst after recovering from a 22C stagger, most people don't see it coming. Don't expect for every Ragna to react in the same way, some Ragnas will look for a reversal/Gold Burst, bait it, and continue to pressure. </p><p>
</p><p>
<strong>List of Ragna's moves that are negative or neutral and/or used to reset pressure if you're too respectful:</strong></p><p>
</p><p>
5B max range (-7) - Ragnas throw this out to poke and sometimes without gatling into anything on block but they usually confirm it into 5C on hit. Be careful if you wanna push buttons here because you can get frame trapped.</p><p>
2B max range (-3) - same as above, they'll be throwing it out to poke and sometimes they won't gatling into anything. Same as above, could be used as a frame trap.</p><p>
2C (-2 on IB) - an easy move to IB, they can use it as a frame trap just as the above.</p><p>
5C max range (-5) - this one gatlings into 2D at max range and can be special canceled with GH for a high/low long range mix-up. If they don't gating into anything then use that to your advantage to get in on him.</p><p>
<span style="text-decoration:underline;"><strong>2D (-4)</strong></span> - this one has no gatlings and can't be special canceled. This is your cue to reverse the situation. Use whatever feels right depending on the distance at which he has used this. You're at a huge advantage if you IB this. Beware of RCs.</p><p>
<strong>214A (-4)</strong> - as mentioned above, this is your chance to turn the tables. </p><p>
<strong>Dash Cancel (-4)</strong> - if you IB before the dash cancel then this move is punishable by 5B. No decent/good Ragna is going to use this one though. </p><p>
</p><p>
<strong>His Defense:</strong></p><p>
</p><p>
Ragna is the master of IB &gt; DP but luckily for you, most of your normals are JC'able on block. So once again, look out for the IB flash and be ready to bait DPs. This is specially true if he has the meter to RC out of it, the same deal goes for wake-up DPs. If the Ragna has good reactions, then he'll most likely use 5A/6A to AA you if you're getting too greedy with those j.B/j.2C pressure resets. Speaking of AAs, be careful when doing IAD cross-ups as he can just 5A you out of them. Don't get too greedy with 5C &gt; 2D as he can just dash out of 5C block-stun if he IBs it and he WILL. FUCK. YOU. UP. You do not want to whiff 2D against him, EVER, as that's an easy 4K+ for him now. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong>Gimmicks</strong></p><p>
</p><p>
Here's a list of all of his common gimmicks thus far, say thanks to the nice opposing Ragnas lol:</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.dustloop.com/forums/showthread.php?12309-The-Funny-Things-I-Do-With-Ragna</a></p><p>
</p><p>
<strong>Resets</strong></p><p>
</p><p>
As far as resets go, he'll most likely try to attempt a reset using something like 5B max range &gt; 5C &gt; Hell's Fang (no follow-up) &gt; reset. Not too common for Ragnas to go for resets outside of that, just the common air throw vs air tech. </p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p><p>
</p><p>
This match-up is going to suck now. Ragna hits fucking hard in this game and we've lost a good chunk of potential damage thanks to the 6C and j.C nerf. Other than that, the match-up is fairly similar to what it always has been. Zone him, and zone him hard. R</p><p>
</p><p>
A few words regarding the overall matchup from one of our Ragna mods:</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="KayEff" data-cite="KayEff"><div><p>
</p><p>
</p><ul><li>ragna's offense is based all around mindgames; while he may have shitty pressure and shitty mixup, all of his moves have a lot of potential. however, keep in mind that no matter how good the ragna player's offense and general play is, blocking correctly will severely limit his options. <br></li><li>a legitimate ragna vs. jin matchup will mostly consist of footsies, and whoever gets in first will possess the momentum throughout the match. in my opinion, it is a jin player's job to make sure that ragna never gets in to you and to know where his weak spots are (i.e. pressure holes and knowing what setups can be punished). <br></li><li>ragna can easily shut down your aerial game if the player knows how to utilize his moves. make it a tendency to stay on the ground, and use a lot of your moves that are plus on block to your advantage. (for example, you can use 6B to create situations where ragna has to guess what to do afterwards, and each option that he has can be countered by something you can do) <br></li></ul><p></p></div></blockquote>
]]></description><guid isPermaLink="false">4175</guid><pubDate>Mon, 02 Jan 2012 00:48:51 +0000</pubDate></item><item><title>[CSE] Jin vs Relius</title><link>https://www.forums.dustloop.com/forums/topic/4192-cse-jin-vs-relius/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs His Tools</strong></p><p>
</p><p>
<strong>Medium Range: Your Tools vs His Tools</strong></p><p>
</p><p>
<strong>Close Quarters: Your Tools vs His Tools</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
<strong>His Offense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
<strong>His Defense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p>
]]></description><guid isPermaLink="false">4192</guid><pubDate>Mon, 02 Jan 2012 00:54:30 +0000</pubDate></item><item><title>[CSE] Jin vs Makoto</title><link>https://www.forums.dustloop.com/forums/topic/4190-cse-jin-vs-makoto/</link><description><![CDATA[
<p><span style="text-decoration:underline;"><strong>The Neutral Game</strong></span></p><p>
</p><p>
<strong>Long Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Medium Range: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong>Close Quarters: Your Tools vs Her Tools</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Offense</span></strong></p><p>
</p><p>
<strong>Your Offense:</strong></p><p>
</p><p>
<strong>Her Offense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Defense</span></strong></p><p>
</p><p>
<strong>Your Defense:</strong></p><p>
</p><p>
<strong>Her Defense:</strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Gimmicks and Resets</span></strong></p><p>
</p><p>
<strong><span style="text-decoration:underline;">Match Summary</span></strong></p>
]]></description><guid isPermaLink="false">4190</guid><pubDate>Mon, 02 Jan 2012 00:54:22 +0000</pubDate></item></channel></rss>
