xlolxlolx Posted November 27, 2010 Posted November 27, 2010 doing an empty astral?lol u should know better than that
Linear04 Posted November 28, 2010 Posted November 28, 2010 I was actually trying to use it as a tech trap, because i did it while he was in the air did it a bit too early, but i thought tager's slow jump start would catch it but he sledged through
xlolxlolx Posted November 28, 2010 Posted November 28, 2010 naw man if youre gonna go for tech trap astral do 3c
Linear04 Posted November 28, 2010 Posted November 28, 2010 If i was that close i think i would've done a dp instead, because tager would've probably done a falling move like jb or j2c
Roldy Posted November 28, 2010 Posted November 28, 2010 I was actually trying to use it as a tech trap, because i did it while he was in the air did it a bit too early, but i thought tager's slow jump start would catch it but he sledged through Wait, he sledged through it? Does Jin's astral count as a projectile then?
xlolxlolx Posted November 28, 2010 Posted November 28, 2010 hmmm... i'm guessing that jin's astral is both physical and projectile since akumetsu can catch it
Yuushiro Posted November 28, 2010 Posted November 28, 2010 it should be unblockable too, so I think you must've get hit during the animation right?
xlolxlolx Posted November 28, 2010 Posted November 28, 2010 i tested it in training mode and both a and b sledge goes right through astral at all distances so it probably is both physical and projectile, someone go check if hakumen can cut it XD
Linear04 Posted November 29, 2010 Posted November 29, 2010 falling jc reverse anti-projectile astral ALL OVER THE STAGE ON THE FLOOR oh god
Yuushiro Posted November 29, 2010 Posted November 29, 2010 that's kinda lame, but oh well..... supposed to do astral from combos or throw anyway.
mAc Chaos Posted December 14, 2010 Posted December 14, 2010 Guys, how does Jin's sekkajin move work in combos? I've always shied away from it, because it seems impossible to use. Like, you have to mash it out, but mash it an exact number of times... how exactly are you supposed to do that? And then you factor in lag online and you might as well forget it. So I use other combos (6B CH > 6C > dash 5C > j.B > j.C, etc.) but they're suboptimal and I'm not really sure what to do... So I want to try and learn some sekkajin combos but I need to figure out how it works in combos. Do you guys use a specific timing and hit the C button once for each hit? Or do you just mash C and count the number of hits? Or something else?
Ashen Posted December 14, 2010 Posted December 14, 2010 Mash until it works. And then stop mashing in the 7th hit.
mAc Chaos Posted December 14, 2010 Posted December 14, 2010 Argh. :P That sounds like such a bad habit to learn.
koun Posted December 14, 2010 Posted December 14, 2010 (edited) Argh. :P That sounds like such a bad habit to learn. Yea it is but what you should do is buffer it before hand Also you should stop on the 8th hit of Sekkajin.6B CH > 6C > dash 5C > j.B > j.C, etc only works on tager and very bad now imo. Try this on Ragz 5C CH >6C >2D >Dash 6B (buffer Sekkajin at landing of 6B)> Stop Sekkajin 6C >wait ice car(214C) EDIT:I will get to play you one of these day. Edited December 14, 2010 by koun
Partialartist Posted December 14, 2010 Posted December 14, 2010 Yea it is but what you should do is buffer it before hand Also you should stop on the 8th hit of Sekkajin.6B CH > 6C > dash 5C > j.B > j.C, etc only works on tager and very bad now imo. Try this on Ragz 5C CH, 6C, 2D, Dash 6B (buffer at landing of 6B), Stop 6C, wait ice car(214C) EDIT:I will get to play you one of these day. Might want to rework your notation, because none of that makes any sense.
Feanor Posted December 14, 2010 Posted December 14, 2010 (edited) Argh. :P That sounds like such a bad habit to learn. Yeah it is. You might want to start learning it with some definite combos, meaning no freestyle, just training combos/challenge mode stuff. If you know how a combo should work then you know what the combo counter is when you start sekkajin. It helped me to watch the combo counter and then I would stop mashing C just before the number indicating the 8th sekka hit would appear. So if you're doing just dash 6B>sekka you need to stop just before you see a red 9 on the counter. After you do it enough times you kinda get a feel for the timing and know exactly when you need to stop mashing no matter what combo you're doing. Also it helps to get a feel for the 6th hit etc. - the ones that you can stop with less recovery. Just in case you screw up and start sekka when they're blocking. Edit: As a sidenote, I suppose it's even easier to memorize the timing with Unlimited Jin, since he flashes white before the 8th hit. If you happen to have UJin you might want to check it out. Edited December 14, 2010 by Feanor
xlolxlolx Posted December 14, 2010 Posted December 14, 2010 mashing for sekkajin isnt hard, think of it as like hazama's j.Cs you just gotta get the feel of the timing
Erorrless Posted December 14, 2010 Posted December 14, 2010 quick Q here some combos i watched on utube (corner combos) need 214D. whats the difference between using 214D and 214C, cuz i'd want to spare 25 heat? thanks
currentlemon Posted December 14, 2010 Posted December 14, 2010 I usually count to 8 when I do sekkajin combos, you'll get used to it if you keep practicing.
Jetm Posted December 14, 2010 Posted December 14, 2010 (edited) quick Q here some combos i watched on utube (corner combos) need 214D. whats the difference between using 214D and 214C, cuz i'd want to spare 25 heat? thanks You'll be getting more damage if you use 214D. 214D knocks the opponent down and sends them flying away, so near or in the corner you can follow up with a lot of things, namely 6C, for an extended combo. Avoid using 214D more than once in a combo, though. Same move proration will kill any hopes of achieving appreciable damage. Just make sure that you do it in the right combo. Once proration gets bad enough the opponent will be able to tech and you'll just have wasted 25 meter and, more often than not, a large chunk of health if you don't rapid cancel. Edited December 14, 2010 by Jetm
Linear04 Posted December 14, 2010 Posted December 14, 2010 you cant rapid cancel after a whiffed move, people can tech in the transition between j.2/c to 214d and there is never a situation where people can tech after the first hit of 214d
Jetm Posted December 14, 2010 Posted December 14, 2010 you cant rapid cancel after a whiffed move, people can tech in the transition between j.2/c to 214d and there is never a situation where people can tech after the first hit of 214d Yes, but some people tech late, and thus end up blocking the j.214D after the tech. It's not a guarantee, but if it comes up you'll want to rapid.
smooshman Posted December 14, 2010 Posted December 14, 2010 quick Q here some combos i watched on utube (corner combos) need 214D. whats the difference between using 214D and 214C, cuz i'd want to spare 25 heat? thanks continues combos, and second hit is guaranteed because of freeze, unlike 214B/C.
Moy_X7 Posted December 15, 2010 Posted December 15, 2010 Guys, how does Jin's sekkajin move work in combos? I've always shied away from it, because it seems impossible to use. Like, you have to mash it out, but mash it an exact number of times... how exactly are you supposed to do that? And then you factor in lag online and you might as well forget it. So I use other combos (6B CH > 6C > dash 5C > j.B > j.C, etc.) but they're suboptimal and I'm not really sure what to do... So I want to try and learn some sekkajin combos but I need to figure out how it works in combos. Do you guys use a specific timing and hit the C button once for each hit? Or do you just mash C and count the number of hits? Or something else? 1. You don't have to mash it an exact number of times, you can mash as fast as you want but not too slowly because the move might not even come out. 2. Lag doesn't really get in the way of using Sekka-Jin, at least for me. The follow-up 6C is another story. 3. When you're first starting to use Sekka-Jin, pay attention to the combo counter. Stop your mashing after the 7th hit, use the sound of the slashes as another way to keep track of the hits you've landed. Sekka-Jin is actually an incredibly easy move to use and the game is very lenient as to when you can stop mashing. 4. With enough practice, using Sekka-Jin becomes a very natural thing to do. Lag or not being able to hear will no longer be an issue once you master it. Then again, I've been using Sekka-Jin combos since CT, lol.
Jourdal Posted December 15, 2010 Posted December 15, 2010 Moy is 100% correct, at first i used the sound, then memorized the number of hits i needed to stop at in a combo (like CH j.C>2D>6B>sekkajin you stop at 11 i think) then it becomes natural and sound/combo counter arent needed.
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