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Posted

Just wanted to say one thing about the Astral. It still combos from a high corner 6D juggle into it. Basically the combo I did in combo vid still works: ducking hit - 5C 6C, DC, 5C, 6C, 6D Astral. The 6D gives you enough time to buffer the charge. That was my only worry unless they somehow changed the stun or the astral which seams to both be intact. And about Tao, I say jP, fireball zoning, and jC spam is the way to go.

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Posted

Just wanted to say one thing about the Astral. It still combos from a high corner 6D juggle into it. Basically the combo I did in combo vid still works: ducking hit - 5C 6C, DC, 5C, 6C, 6D Astral. The 6D gives you enough time to buffer the charge. That was my only worry unless they somehow changed the stun or the astral which seams to both be intact.

And about Tao, I say jP, fireball zoning, and jC spam is the way to go.

What is JP?

and if you were talking about my astral problem it just about that it has no invisible frames, so when I just buffer it without any combo while they are still in the air and if they throw projectile at me while the astral will hits, their projectile will knock me out of it.

Posted

I second fireball zoning. I've been experimenting with it lately and it seems to "stagger" people's mind sets and they become extra cautious/defensive whenever they see an ice sword floating around. There are barely any Tao players at the arcade I play (the cab says she's the least played character at 5% game time iirc), but I predict fireball zoning should stifle their crazy mixup mind set. I think this is one of the reasons why some people have a hard time approaching lobelia spamming Rachels. As long as a projectile is flying around, even though her recovery from it sucks and you can tell where the projectile will go and land, people still wuss out. And when they do decide to go, they get hit by lightning. jC spam is also another way of forcing an air dash happy opponent to be cautious. Mind games, etc. EDIT: Hey Heidern, aren't you a hazama main now? :v:

Posted

I second fireball zoning. I've been experimenting with it lately and it seems to "stagger" people's mind sets and they become extra cautious/defensive whenever they see an ice sword floating around. There are barely any Tao players at the arcade I play (the cab says she's the least played character at 5% game time iirc), but I predict fireball zoning should stifle their crazy mixup mind set.

I think this is one of the reasons why some people have a hard time approaching lobelia spamming Rachels. As long as a projectile is flying around, even though her recovery from it sucks and you can tell where the projectile will go and land, people still wuss out. And when they do decide to go, they get hit by lightning.

jC spam is also another way of forcing an air dash happy opponent to be cautious.

Mind games, etc.

Fireball zoning works against most of the other characters, but with Tao, she has 2 options:

1) Use her drive to jump over and approach, from the front or from behind

or

2) Crawl under

I suppose jC is the way to go, but then again, the Tao players I face don't approach with air dashes, they either try to make you think they will (and then drop and quickly approach with drive), or just straight up drive into your face. I think the main problem with Tao is that it's hard to get a good position for poking. Once you do get a hit in though, a single combo can take out a good chunk off her life.

Note: There are only 2 characters I face at my arcade: Tager, and Tao

But only because I never go on the busy days :v:

Posted

Hmm. I guess this is a defensive matchup then? How about back air dashing jC spamming? If she's nearby, spam jA. Try to fish for a CH or two, and make them afraid of drive spamming. I gotta admit too that this matchup is a PITA for Jin. Locally, I never play any Tao players, but back during CT online, there were quite few good ones. I never figured out how to beat them, then CS came around so I forgot about this matchup due to the lack of local Tao players.

Posted

I dunno, I do standard 5B > 5C > air combo. If I hit them at a too-high level, I j.A > j.B >JC > j2C > jD > 214C. Proration sucks, but ya. 5B > 2C, I don't think there's enough time for 2C unless counter hit. Don't remember trying it though. I should try 5B air hit > 5C > 6C > combo. I wonder if that works.

Posted

when did you do the jump cancel when you do jA? and do you do HJ or normal jump? uhm, I tried 2C and it connects I am just confused what to follow up after that, seems jB wont connect and jC isnt consistent enough.. jA might be but I dunno whether to do normal or high jump.

Posted

JP = j.P = j.A

he thought this was guilty gear for a moment

Are you trying to tell me its not guilty? Those casuals at Final Round in guilty were to good.

But for real what would I be without you <3

As far as connecting 2C from 5B, you can only combo 2C after the second hit of 5B. So if you get a far one hit poke 5B that anti airs, it will only hit once (so 2C would miss) forcing the only combo option to be jA basically unless you are fancy. Also, as mentioned the counter should work but good luck hit comfirming that one in a tourney ;D

5B 2hit (juggle), 2C, JC, jC, JC, j2C, jD, C Ice Car or D Ice Limo into corner rape mixup. Thats some bnb. Sure there is better but just an example.

5B 1hit (juggle), jP (Yes P not A), jB, JC, j2C, jD, C Ice Car (If you get a counter on 5B far hit, you can usually land the above combo from what I have tested.)

One thing about 5B anti airing now, it works better with 5C after on most characters, just becuase 5C seams to have a larger Vertical hitbox. So like getting 5B AA, 5C, into jump combo is easy and possible now. 2C link is a gamble imo.

And JC'ing off of 2C should leave plenty of stun time for a JC, jB into the rest of his air combo.

EDIT: Hey Heidern, aren't you a hazama main now? :v:

Na that is my student. You may know him as Buppa.

Yo Banger try this, 5B (AA), 5C, 6C, DC, jC, JC, j2C, jD, D Ice Car, corner, 6C, 214 C Yum =D Can't test it at the moment but should def work on everyone ... the hard part is the JC into 2C its counter intuitive to me at least ^^

Posted

Yo Banger try this, 5B (AA), 5C, 6C, DC, jC, JC, j2C, jD, D Ice Car, corner, 6C, 214 C Yum =D Can't test it at the moment but should def work on everyone ... the hard part is the JC into 2C its counter intuitive to me at least ^^

That's what I had in mind, except maybe adding a j2C after the initial jC. Would there be some proration shenanigans on this? I'm fairly consistent on doing j2Cs so far. So far for 5B AA, I do 5B (AA) > 5C > jB > j2C > JC > j2C > jD > D ice car corner > 6C > 214C. I would predict jC would work, maybe even better since it's faster and does more damage, but I'm still trying to trust jC's small vertical hit box.

Also, one of the characters you should not try 5B AA'ing is Litchi. Her air splitkick (I'm guessing it's her jC?) beats 5B and leads into a CH combo... ouch.

A IAD'ing Ragna is a nono too. His jC got too much range. I find 5B AA so far good for those trying to do "jumping around" mixups all over you.

Posted

From videos lately, I've seen some Jin players use 2A as an AA (lol) Funny thing is, it works(but not all the time) If timed right, it actually beats out a lot of people's air->ground attacks. 2A(AA), 5C, jB, j2C, JC, j2C, jD, C Ice car This fails against some, like Tager's jB(I think it's his jB) I THINK(Not sure about this) that one time I beat out Tager's falling elbow with 2A if positioned correctly. (I could be wrong, if someone checks please correct me, because I'm not too sure.)

Posted

Yeah, 2A's another one of those crazy anti airs. I've landed them some but usually on accident, lol. Confirms to 5B > 5C (I think?) air combo as well too. I just don't do it intuitively because, crouching AND attacking is the last thing you'd wanna do to an aerial opponent methinks.

Posted

I have super hard time fighting Ragna, bang and litchi and everyone at the arcade now uses them. There's 2 super good ragna, Hsien Chang and John Pozer gosh. and everyone else either uses bang or litchi.... can someone please start up the CS matchup thread at least for those top3 chara... I tried to be tricky but there's only so much that jin can do.

Posted

I have super hard time fighting Ragna, bang and litchi and everyone at the arcade now uses them.

can someone please start up the CS matchup thread at least for those top3 chara...

I tried to be tricky but there's only so much that jin can do.

omg u took the words out my mouth:yaaay:

Posted

I dunno if this has been discussed before, but is it possible to use Yukikaze to counter Hakumen's Yukikaze? Like, Jin would use one of his ice swords and it'll get countered by Hakumen's Yukikaze... but Hakumen's Yukikaze doesn't freeze you if it's activated by a projectile, so can Jin use his own Yukikaze to counter Hakumen's Yukikaze slash? I tried to do this with a friend for a good 10 minutes or so, but we couldn't do it. I don't know if this is actually possible. :psyduck: Is it?

Posted

Hm. I remember hearing about a combo that used j236X and j214X, can someone tell me what it is and how it works?

I believe it was:

2B (OTG hit) > 5C > sjB > jC > jD > j236B > j214C

I don't know if it works on everyone though, the timing for 214C is pretty tough.

There may be more variations, but I remember seeing this combo for the first time and trying out different methods of doing it, but I could only do it off OTG 2B.

Note: You can't do this if the enemy is against the wall because after jD they won't move back and the 236B won't hit them.

Posted

i might be late but jC CH links into 6c dnt kill me if this was posted already lol i just found this out playing around

Posted
it was posted and yes, it actually leads to the biggest damage combo jC CH has to offer

You mind reposting that? I don't think I remember reading it.

I just do the old 2D.

Posted

really? I think I posted it somewhere...

this video http://www.youtube.com/watch?v=RCzGiT1x0lE

see ren has some jC CH to 6C in this video...

sometimes you can link it to another 6C instead of 2D I have to find it...

or if they are too high just air combo right away.

One different thing, I am having a hard time to do the dash a little bit whenever I do like a jB counter hit to do 5B>5C>sekkajin....

or like in the corner... after j2C>jC>land>dash>5B>blabla...

how do you guys do the small dash needed for all those combo.... I can't seem able to connect it.

is it 66 really fast or just 6... or just normal 66... please help

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