kazukifafner Posted March 2, 2010 Posted March 2, 2010 The combo you are thinking of is C Mash (8 hit)> 6C (Forward + C) > (slight delay) 214C (QCB + C) Just be sure to delay the 214C slightly after the 6C (otherwise, you'll go right under them).
smooshman Posted March 2, 2010 Posted March 2, 2010 Hello I'm new to the dustloop thing and I got some question about Jin 5C> 632C (not use to the number pad) I think it ice car. Somehow I can't link it after mashing C>5C>632C so did I do something wrong or is it the time after the 5C hit? quick hint on the key pad stuff look at the number pad on the right of the computer and assume you're on the right side and that's it so it should flow like 214,236,623,632146, etc just do the motion like it's the controller (facing right)
asianpride528 Posted March 3, 2010 Posted March 3, 2010 thanks for the info it just that im using laptop all the time not a desktop. I going to practice that combo when I get the chance to play the game
Yuushiro Posted March 7, 2010 Posted March 7, 2010 I just want to point this out too, if you want to do this 6C>6D>DP D high damage loop combo, for the first time freezing it with 6D you may skip the 6B or any filler before doing the DP B. so do instead of 6B> DP B. you can do DP B right away when they are frozen and it will still end up with a very damaging combo. it's helpful for me too, because sometimes I missed the timing of 6B>DP B. because if you do it too fast it will be an air fireball, if you are late then they will break free. so I think, if I am not sure or when I am nervous I think straight to DP B is better especially if they are about to die. One more thing, I just realize you can't be too close if you want to do this loop so if you are going to do the 6B do not dash in a little bit like you do in 2D>6B> sekkajin combo. The reason for this is your 6D range will be less if you are too close and they can recover because of that.
Ice Cube Posted March 7, 2010 Posted March 7, 2010 Clarification: for corner loops, dash before 6B works on everyone except for Lambda, Tsubaki, Haku-men. It all comes down to a matter of preference. Personnally, I find the timing for 6B>623B easier and more consistent if I add in the dash.
smooshman Posted March 7, 2010 Posted March 7, 2010 Clarification: for corner loops, dash before 6B works on everyone except for Lambda, Tsubaki, Haku-men. It all comes down to a matter of preference. Personnally, I find the timing for 6B>623B easier and more consistent if I add in the dash. is the corner loop the 623B>6C>6D>6C>6D>whatever combo/DP?
Nov Ganon Posted March 8, 2010 Posted March 8, 2010 hold on after 2D should i dash then do 6B or dash after the 6b into corner loop?
Yuushiro Posted March 8, 2010 Posted March 8, 2010 hold on after 2D should i dash then do 6B or dash after the 6b into corner loop? I don't understand your question, talking about 2D near the corner?
Yuushiro Posted March 8, 2010 Posted March 8, 2010 Clarification: for corner loops, dash before 6B works on everyone except for Lambda, Tsubaki, Haku-men. It all comes down to a matter of preference. Personnally, I find the timing for 6B>623B easier and more consistent if I add in the dash. Anyway, thanks for the clarification. I think it doesn't work on Carl too though, but I am not 100% sure.
Nov Ganon Posted March 8, 2010 Posted March 8, 2010 yea like if i wanted to go from 6B into sekkajin into the corner loop options.... like when i 6b in mash c i cant get the 8 hits
Yuushiro Posted March 8, 2010 Posted March 8, 2010 are you just having problem with sekkajin in general?
Yuushiro Posted March 8, 2010 Posted March 8, 2010 Seems now 5C is also a good oki options, I've seen top players using it all the time in the recent videos.
Yuushiro Posted March 9, 2010 Posted March 9, 2010 Anyway, I tried 5C as oki options it works really well, sometimes it works for people that want to roll back or forward if the timing is correct and also works for people who tech neutral. And you can follow up with the 6C and combo even more.
fadooglee Posted March 9, 2010 Posted March 9, 2010 Anyway, I tried 5C as oki options it works really well, sometimes it works for people that want to roll back or forward if the timing is correct and also works for people who tech neutral. And you can follow up with the 6C and combo even more. I figured that out a long time ago, although I didn't want to post it because I was scared someone might've already posted it. But basically: *opponent rolls forward or back* 5C, 6C, dashcancel, j.C, j.2C, j.2C, D or C ice car. I've had times where i can connect another 5C, 6C after the first 5C, 6C, although I think you have to time the first 5C, 6C differently. please post if someone finds out a better combo.
Yuushiro Posted March 12, 2010 Posted March 12, 2010 When ending the block string with 6C->A fireball we have frame advantage right? but I am thinking if our enemy is aggressive they will try to instant block the A FB and if we are really close then we are screwed, but what if we do the A ice car instead. I wonder if the A ice car counter hits , if it's still combo-able. And whether it's more in the risky side or in the good side. Maybe use it sparingly?
fadooglee Posted March 13, 2010 Posted March 13, 2010 When ending the block string with 6C->A fireball we have frame advantage right? but I am thinking if our enemy is aggressive they will try to instant block the A FB and if we are really close then we are screwed, but what if we do the A ice car instead. I wonder if the A ice car counter hits , if it's still combo-able. And whether it's more in the risky side or in the good side. Maybe use it sparingly? I never do A Ice car as my string ender, usually do A fireball whenever I use A Ice car (in my past matches i've played with friends and other people) they always punish me afterwords. Personally I don't like A ice car to end it, i never got anything in return at all. However, whenever i do A fireball, I've had many times where I scored a 5C CH and that leads to 6C>combo But it's up to you. I never really had good outputs when i used A ice car.
Yuushiro Posted March 13, 2010 Posted March 13, 2010 Hmm, I tried it today. and it is air comboable if they are crouching. BnB combo if they are standing, but yea it is risky. Use it sparingly I say, it's easier to combo off it better than the A fireball though
fadooglee Posted March 13, 2010 Posted March 13, 2010 Hmm, I tried it today. and it is air comboable if they are crouching. BnB combo if they are standing, but yea it is risky. Use it sparingly I say, it's easier to combo off it better than the A fireball though Usually if I do end my strings with ice car, it'd be B ice car then I would Rapid it (But i guess that's not really ending it) I usually rapid the B ice car after the 2nd hit then air dash in and do j.B, j.2C I hit a lot of people with this because they think they can punish after the B ice car That or you rapid the 1st hit and do 2B for low mixup
ShoryuSwordsman Posted March 15, 2010 Posted March 15, 2010 Usually if I do end my strings with ice car, it'd be B ice car then I would Rapid it (But i guess that's not really ending it) I usually rapid the B ice car after the 2nd hit then air dash in and do j.B, j.2C I hit a lot of people with this because they think they can punish after the B ice car That or you rapid the 1st hit and do 2B for low mixup I've seen this jin rapid just b4 the second part hits(the flipping part) and land for throw mixup http://www.nicovideo.jp/watch/sm9993792 seen in this vid @31:17 can sum1 confirm this wrks on barrier block as well? i'm pretty sure u can swap out grab for 6b if u use it once and they try to anticipate it on another attempt(assuming they cant break green grabs on reaction)
Yuushiro Posted March 15, 2010 Posted March 15, 2010 sometimes it's ok to dash a little bit and throw. I think that's what you should do on FD/barrier case. it's why also 6B could throw ppl off and make them think you gonna throw them instead. And yea, it's quite impossible to break grabs on reaction, people usually have to look for it. Some people buffer it but it's a bad practice.
fadooglee Posted March 16, 2010 Posted March 16, 2010 sometimes it's ok to dash a little bit and throw. I think that's what you should do on FD/barrier case. it's why also 6B could throw ppl off and make them think you gonna throw them instead. And yea, it's quite impossible to break grabs on reaction, people usually have to look for it. Some people buffer it but it's a bad practice. 6B is an awesome way to throw people off. Wait, does it count as a CH if you hit them with 6B while they are in a middle of breaking a grab (whiffing B+C)?
Roldy Posted March 16, 2010 Posted March 16, 2010 If you hit the opponent with 6C against the corner (without any meter), is it better to do air BnB or 6D?
Yuushiro Posted March 16, 2010 Posted March 16, 2010 of course 6D because it leads to jin's corner loop combo, did you even read the previous posts before this...
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