Yuushiro Posted March 26, 2010 Posted March 26, 2010 I got it, it's this video http://www.nicovideo.jp/watch/sm9500345 on the 3rd round against the hakumen... he did jC>6C>dash>5c>6c>air combo... I think you can either do 6C or 5C depends on your situation
trini1212 Posted March 26, 2010 Posted March 26, 2010 thanks guy for answering my last question i have a other one does any one know how to perform sekkajin with out faill, how many times should i press C or when should i slow down and stop any tips would be gladly appreciated......
Yuushiro Posted March 26, 2010 Posted March 26, 2010 stop after you see the 6th hit... after a while it'll be your second nature... so you'll know when to stop, just trust your feeling
Nov Ganon Posted March 27, 2010 Posted March 27, 2010 stop after you see the 6th hit... after a while it'll be your second nature... so you'll know when to stop, just trust your feeling you just have to practice its like souseta said after a while u wont even need to look at the counter i usually stop a bit b4 8 dnt worry find what works for u:yaaay:
BANGER Posted March 27, 2010 Posted March 27, 2010 I just found out recently that I rely on the sound of the hits. The setup I was playing on was pretty low volume and I couldn't hear the hits, so I kept overmashing. Guess I should rely on it visually... A respectable Jin player I've seen counts his mashes and spaces them out. He does 8 iirc.
Moy_X7 Posted March 27, 2010 Posted March 27, 2010 You don't have to rely on either aural or visual cues with enough practice, it becomes a natural thing to do and your brain will know when to stop mashing. So I usually mash like crazy and stop when my brain knows it's time to stop.
Skye Posted March 27, 2010 Posted March 27, 2010 That's pretty weird to focus on sounds, I've never heard that before. I stop mashing when I see the move I'm mashing comes out, but I only mash for air combos, because sometimes they don't work when I do it. It's probably my inability to time it right, but when I jump and press a, damn it I wanna see a j.a and if I don't see it on the first attempt. Well, try again.
BANGER Posted March 28, 2010 Posted March 28, 2010 I was talking about sekkajin mashing by the way. Everyone makes their own cues for when to stop. Mine just happened to be aural.
Skye Posted March 28, 2010 Posted March 28, 2010 OH! Scrub of me. Sekkajin, I stop mashing when I reach 6 or 7 hits. It runs in set intervals.
Yuushiro Posted March 28, 2010 Posted March 28, 2010 hey what's the best combo can you get out of 2A>2B>5C.... standing or crouching hit? for standing hit I keep ending it early with B ice car so 2A>2B>5C>B ice ride for crouching hit I do 2A>2B>5C>6C>2D>6B>5B>2B>5C>3C I am not sure if we can do this instead... but it's a hard combo... or if anyone can find a better one... 2A>2B>5C>6C>hjc>j2C>jD>air dash>j2C>jC>5B>5C>3C.... I keep messing the air dash timing...I wonder what I did wrong and what's the keypoint for this combo.
smooshman Posted March 28, 2010 Posted March 28, 2010 hey what's the best combo can you get out of 2A>2B>5C.... standing or crouching hit? for standing hit I keep ending it early with B ice car so 2A>2B>5C>3C>B ice ride for crouching hit I do 2A>2B>5C>6C>2D>6B>5B>2B>5C>3C I am not sure if we can do this instead... but it's a hard combo... or if anyone can find a better one... 2A>2B>5C>6C>hjc>j2C>jD>air dash>j2C>jC>5B>5C>3C.... I keep messing the air dash timing...I wonder what I did wrong and what's the keypoint for this combo. that's about all I can think of, I'm pretty sure you could do that for all those... but there are probably better options.
kazukifafner Posted March 28, 2010 Posted March 28, 2010 Well, iirc, Dennou does initial hit(s) > 5C > 623B > 6C > 6D > 6D > etc in the corner.
Marutambo Posted March 28, 2010 Posted March 28, 2010 souseta, you probably have to delay the second 5C (the one right before the j.2C). If you don't delay it, they'll be too high in the air for you to air dash and not fly past them. Or you might delay the air dash>j.2C too much, and the opponent will be grounded, but unfrozen, by the time it comes out.
BANGER Posted March 29, 2010 Posted March 29, 2010 for standing hit I keep ending it early with B ice car so 2A>2B>5C>B ice ride I do EX ice car if near the corner. Then 6C > 6D > 5C > SJ > j2C > dj > j.214C. I think that's legit... Dunno if that's optimal. I'm a heavy meter user. If not near corner, then ya, 3C into 236C oki or 214C on large hitbox characters.
Yuushiro Posted March 29, 2010 Posted March 29, 2010 Sometimes it's too far for me to do 3C , so I end it with B ice ride instead
Skye Posted March 30, 2010 Posted March 30, 2010 That CH 6B Jin combo in the corner in Yuukoku was sick. 6B CH > 6C > 6D > 6B > 623B > 6C > 6D > 623D > release > 5C > 6C > dashcancel > JB > jC > J2C > J/7(or 9 facing right) > JC > J2C That netted him roughly 5k. I guess the only real downside was the positioning of his opponent, the combo does feel a bit unfinished, but it dealt great damage and got Jin a lot of heat.
BANGER Posted March 30, 2010 Posted March 30, 2010 Ye, a lot of magic can be done with a corner 6C, freeze, 6B, or 6D hit. Depending on the situation, you generally wanna do at least two 6C > 6D (then 6C > 6D > 623D if post freeze) if you score a hit in the corner. EDIT: Though I see some people doing 6C > 6D > 6D > sekkajin. Can anyone enlighten me on the pros of this? Another way he could have ended that after EX DP was to do 6C > 6D > 5C > SJ > j2C > 214D > 6C > 214C. Keeps in corner, should roughly do the same damage, but takes 25 more meter. All of Jin's heavy hitting corner combos are pretty much a variant of Dennou's 6.5k 75 meter combo. Learn his, and you'll easily learn the rest instinctively.
MechaMacGyver Posted March 30, 2010 Posted March 30, 2010 The launching 8th hit of Sekkajin upscales.
Yuushiro Posted April 5, 2010 Posted April 5, 2010 What's the best combo out of Air throw close to the ground? 6C>?????? and what about throw in the corner... usually I cancel to DP B but then I am not really sure what would really do the most damage if I need to end the round
smooshman Posted April 5, 2010 Posted April 5, 2010 What's the best combo out of Air throw close to the ground? 6C>?????? and what about throw in the corner... usually I cancel to DP B but then I am not really sure what would really do the most damage if I need to end the round if you're not in in the right spot for the corner combo (623B>6C>blah) I usually 236D>air combo... not sure if it's the best do to 236D's dickish proration... but it kinda looks cool...
BANGER Posted April 6, 2010 Posted April 6, 2010 if you're not in in the right spot for the corner combo (623B>6C>blah) I usually 236D>air combo... not sure if it's the best do to 236D's dickish proration... but it kinda looks cool... If you can't do corner throw > 623B, you default to whatever you can do outside of corner. That's just a waste of meter.
Yuushiro Posted April 6, 2010 Posted April 6, 2010 no one has answered my question yet... so ->best combo out of air throw close to the ground? I saw dennou did air throw>6C>5C>6C>jC>(jc)>j2C>ex ice ride>corner but it use meter, I am not sure if we will have 25% heat by that time ->best combo out of corner throw this I am still not sure.. I usually do ->throw>DP B> 6C>6D>6D>5B>2B>5C>3C>oki I wonder if I can do this instead for max damage ->throw>DP B>6C>6D>6C>6D>5C>j2C>ex ice ride>6C>C ice ride one more thing... for 6A if it does a crouching counter hit would it be enough stuntime for me to do 5C>6C>combo... I look at the stuntime and I think it might be enough but it's really hard to try it.
Skye Posted April 6, 2010 Posted April 6, 2010 Doesn't a 6a > sekkajin > 5c > air combo offer more damage than 6a CH > 5c > 6c > jin?
Yuushiro Posted April 6, 2010 Posted April 6, 2010 I don't think so normal 5c>6C>2D>sekkajin>6C>C ice ride offers 3.3 k while 6A>sekkajin offers around 2.7k
Moy_X7 Posted April 6, 2010 Posted April 6, 2010 Doesn't a 6a > sekkajin > 5c > air combo offer more damage than 6a CH > 5c > 6c > jin? There is no such thing as a 6A CH > 5C > 6C > Sekka-Jin combo, the opponent isn't locked in a counter hit stun state long enough for 5C to connect.
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