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Posted

Right now all I have to say is that he feels like a whole new character. Even tho he may LOOK the same, in no way does he play the same.

It's to the point were I can't tell if he got better or worse.

Really? Wow i didn't think he changed to that extent? But could it be because he lost a lot of his BnB's? Still thanks, i've been waiting for a good Jin to give me some idea of where he stands.

Also, what's your Verdict on his new Jc?

Posted

Really? Wow i didn't think he changed to that extent? But could it be because he lost a lot of his BnB's? Still thanks, i've been waiting for a good Jin to give me some idea of where he stands.

Also, what's your Verdict on his new Jc?

His new j.C is amazing as a poke, not so much as a combo.

Seeing as how it looks like j.C and j.2C do the same damage, most of the time your playing your better off hitting the opponent with j.2C.

At times I get a little greedy and try to input as many j.Cs as I can in a combo, missing my chance to land a j.D into knockdown ;(

Posted

His new j.C is amazing as a poke, not so much as a combo.

Seeing as how it looks like j.C and j.2C do the same damage, most of the time your playing your better off hitting the opponent with j.2C.

At times I get a little greedy and try to input as many j.Cs as I can in a combo, missing my chance to land a j.D into knockdown ;(

Oh okay, thanks.

I've seen some people do J.C into 2D and follow up like that..but that's on CH right?

I know you haven't played a lot but I assume you've got a relatively decent idea..better? worse? or Still solid?

Posted

I'd say he would place either in the lower part of High Tier or in Mid. But that's just me, it might be different. From what I've seen, he's still sort of solid, but as PozerWolf said, a lot different from his CT counterpart. Losing 5C > jBis really frustrating, I know, but jC looks amazing as a CH combo starter... for some reason air combos have been dropping a lot when people try to use it after j2C.

Posted

I see that too but it might be like Pozerwolf said..going for two man J.C's The safest i've seen J.2c>J.2c>J.c>J.d, I don't think i've seen a player miss using just that.

Posted

Messin' with Jin, he seems to have better knockdown options mid-screen now. Well, not so much "options", more like setups. Basically you would do a whatever combo, and go ahead and try to end with a 6C > C Ice Ride. Seeing as how C Ice Ride shoots up a little bit for ya', it can combo things into things it normally couldn't before. This also works for other things, like Mash C > C Ice Ride, and what not.

Posted

This also works for other things, like Mash C > C Ice Ride, and what not.

Wow.....i guess this means i have to actually learn Sekkajin now:psyduck:.

I was thinking the change to the ice car would mess things up..

Posted

Wow.....i guess this means i have to actually learn Sekkajin now:psyduck:.

I was thinking the change to the ice car would mess things up..

C Ice Ride is actually good now.

It feels like no matter how long the combo is, C Ice Ride will always get you that knock down if you find a way to link it.

Posted

Sorry for the double post, but quick question. For those playing CS right now, what's with Jin's back throw randomly crossing yourself up? Like if I do a back throw, run up and try doing a combo, there is a small chance Jin will be looking the opposite direction. It's very odd =/

Posted

It happened even in the current game if you overran your target. Just need to time it correctly. I would also guess the recovery changes to moves would cause a slight difference in timing.

Posted

Just yesterday, was practicing with Tsubaki till some Jin Ice Car spammers showed up. They pushed me back into playing Jin just to deal with them. First time playing Jin since Calamity Trigger. Gotta say, he fits like an old glove. He's a lot of fun. Though, his old BnB combo is still there (5B > 5C > xx > 214B) it doesn't feel like it used to be. The other issue with dealing with the Ice Car spammers was the fact that, the old I dealt with them was to be patient and punish blocked Ice Cars. Can't really do that now because of the Guard Break. So I ended up eating lots of Guard Breaks while punishing them. Weird. I did beat them a couple times. So far I'm really liking his new j.C. I've found you can combo into it a lot easier than the old j.C from mid-screen combos. And you can link two of the new j.Cs from a corner combo (via 623B). For me, I always had trouble performing mid screen combos, because I'd always end up doing a 6B instead of a j.B. Maybe switching to the stick helped a little, though I still ended up doing 6B instead of j.B in a couple combos. Right now, I'm finding it's better to end an air combo as quickly as possible, instead of going for as many hits as possible. Right now, you can do an air combo from mid screen like j.B > j.C > j.B > j.C > j.D > j. 214B. But it might be better to simply do j.B > j.C > j.D and go from there. While this was an old staple for Freeze resets in CT, in CS the option seems to lead to better positioning for other stuff. Jin's pressure game is weaker, or at least feels weaker. 5D isn't nearly as solid as a mid-range punisher/poke anymore (not to mention, I can't seem to land 5D > 214B/C combos anymore). But 5C feels a bit faster and you can still go for the same combos there. I can't find a good ground combo, though I know the Sekka-jin, I end up pushing the target too far before I can land all the hits. Probably means I'll need to wait for 5B's vacuum effect to pull it off. Meanwhile, I'll need to find some new ways to deal with Ice Car spammers. Overall, Jin feels pretty good. I don't think he's going to move from his old spot in the tier listing. Especially once players find some new stuff they can do with Jin. In essence, Jin will move up or down the tiers based on the others in the roster, he himself isn't looking too shabby. For me, he feels familiar, but weird due to the fact that I'm playing on a stick versus the pad. Can't say which is more comfortable.

Posted

Ice car spamming is easier? And i also had issues going into JB...but I'm a pad user as well so that's the issue... Anway...i noticed what you said as well..whenever i see a video of a Jin going for too many hits they screw up the air combo, shorter air combos usually yield better results. I haven't seen a lot of ground combo's...basically blah blah Sekkajin>6C> either 2D/ or Just simply C ice car. And Im looking forward to what they'll discover as well..his firepower has gone down a lot...I'm noticing a lot of Jins having problems closing out matches.

Posted

I don't think the pad is the issue. Again, while I was able to pull off air combos yesterday, I still was getting 6B instead of j.B occasionally. So I think its more of an issue with jump canceling or whatever.

Posted

Some stuff I noticed after my first play of BBCS: - 6D and DPs does not fatal counter. 2C does. - IMO, ending your non-sekkajin ground BnB with 3C>214B at least gives you anti-air/air throw/poke with j.C options at lower combo damage, whereas ending it with just 214B means you either backdash or IABD (it leaves your opponent standing out of 2A/5B's range, and my 5C seems to get easily countered) - 214B doesn't feel like it gives neutral/frame advantage as stated in the changes thread. It seems to guard break, and since all guard break moves seems to be punishable during startup (like 6D) or recovery (like 623C) or spend heat, 214B shouldn't be +frame anyway. - Air 236D no longer have one billion advantage frame, except for maybe TK 236D? (or maybe I just couldn't get the correct timing to link air 236D's landing recovery to a ground dash). Anyway the landing recovery feels the same as CT Air 236A/B/C. - 623B links to 6C. I might have seen this on youtube already. - Throw>ice arrow>air 214C works (forgot the dmg). The changes thread says that super damage is not affected by prorate, so dmg should be pretty high, and knockdown as well. - In corner, if you can finish your air combo with 214D, where as in CT it used to be land>2C>623B>623A (or 2C>air throw for pressure), I managed to do land>6C>214C for knockdown all the time (probably the window between 6C and 214C shrunked due to floating 214C?) - 214C GOES OVER Lambda's 5D, sweet CH. I lol'ed pretty hard. Maybe this means that it goes over some other stuff as well? Maybe even Ragna's 5B (wishful thinking). Anyway different trajectory of 214C and 214B as well as their guard crush ability may generate more ice car spammers? - 214C also goes over some character's crouching motion. 5B>2B>214C maybe a good way to escape corner/reset position? (until they react to ice car as an overhead, but then 6A is meh so I doubt they will) - 623A at beginning of round BEAT HAKUMEN'S 4B, no longer hit blocking Tager (needs confirm). - 6B feels faster, so 6C>6B in blockstring may be more safe. 2D also feels faster and seems like a solid poke.

Posted

Can Jin still jump after any of his air fireballs or air dash after the C air fireball?

Yeah, however if you JC them you still have landing recovery. :yaaay::yaaay::yaaay:

But the thing is, the landing recovery on the air stun edges are a lot less compared to CT's air fireballs.

Posted

Yeah, however if you JC them you still have landing recovery. :yaaay::yaaay::yaaay:

But the thing is, the landing recovery on the air stun edges are a lot less compared to CT's air fireballs.

Ah ok, I was wondering why I haven't really seen anyone do that, at least in the matches that I've seen so far. I was beginning to think they took that out in the final release. But you can still block/barrier on the way down? If so, that plus the reduced recovery is still an improvement over CT where you couldn't block AT ALL while falling. x_X
Posted

So a few things.

I'm guessing now everyone knows Jin's basic combos by now, so no need to point them out.

Something I want to add is the "Fatal Counter" system.

Basically, anything after fatal counter, each move after that has 2 more frames of hit stun. So silly things like 5C > 6C will link on standing opponents and what not. You could even do a small inf with 5B > 2A, repeat. It's not worthy, but very funny.

It's very good, and deal a fuck load of damage against those who random uppercut, lol.

Kaqn did 2D too quick.

He actually did it too slow.
Posted

oh makes sense, i didnt think it could be done too early as you should be able to chain them on every chr. also do we know all of the moves jin can fatal counter with? i wouldnt be suprised if his only big damage combo's have to start with a FC.

Posted

The funny thing about Jin was that what made him "cheap" (5b etc) isn't even the thing people bitch about (instead they complain about ice) I forgot to ask pozerwolf but by the looks of it his normals are faster to make up for the loss of freeze trolling.

Posted

Someone tell me Jin's going to not be so cheap anymore in CS? I love Jin in everyway, except i can't bring myself to play him because he's too cheap..

... *sigh*

jin's only cheap if your not paying attention. most of the time his moves are slow (start-up) and if, like me, you use ICE SWORDZ!!! to air combo which is ridiculously slow. so you can beat them by being faster which is pretty easy oh, and crap mix-up is another detriment.

also on another note C mash combos now I won't go insane when I accidentally hit c to much:yaaay:

... Stop hitting C so much.

And C mash DOES combo in CT. It's just easier in CS.

well his bitchiest attack is 236D which hit 4 times and bounces you for air combo but everyone just talks about ice car like it's satan's pitchfork yet it's so ridiculously punishable that I get killed when I use it... Oh christ! please tell me ICE SWORDS still bounce the enemy! PLEASE!:gonk::vbang::8/:

236 D is his bitchiest attack... *sigh* No, it's not. By the sounds of it, you aren't even talking about his j. 236 D, which is an overall more useful attack than the ground version, which is only useful in corner combos.

At any rate, thank you for the info so far Pozer Wolf. Keep up the good work. Hopefully University Pinball gets CS so I can contribute.

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