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Posted
sekkajin would allow them to tech...

really?

I just tested it, if you hit them with 6D when they land it works, that way they can't tech, since they're on the ground.

Posted
What corner combos do people recommend doing of a CH 623B? Preferrably one that doesn't eat up more than 50% heat (or if you start with over 25% heat when you do 623B).

Meterless would be

623B > 6C > 6D > 66 B+C (whiff) > sekkajin > 6C > 214C = 28 heat/2814 damage

25%

623B > 6C > 6D > 6C > 6D > 5C > j.2C > 214D > 6C > 214C = 36 heat/3524 damage

Posted

623B>6C>6D>66>6D>sekkajin>6C>214C does work so does 623B>6C>6D>66>6D>sekkajin>6C>DC>5C>j.C>j.2C>JC>j.C>j.2C 41 heat/3330 damage <- epix meter build, hazama level lolololol

Posted

2 things:

- I'm having trouble air dashing after the A and B versions of air fireball after a single jump. I can do it very easily after the C air fireball, but after the A and B versions, I can't air dash unless I super jump. Am I doing the move too early or too late?

- When landing a j.D in a midscreen air string, is it best to let them fall and continue pressure from the ice break, or end with j.214C?

Posted

Not quite sure about 236A but 236B needs to be from max height normal jump for air dash. You can actually go for an 5B>2B>5C>3C>oki if your j.D is low enough, don't rely on ice break to continue pressure because that's just a huge opening/buffer for moves with invincible startup.

Posted

you recover from j.236C faster tahn the other 2, so you need to be a bit higher off the ground when you do it. The recovery time for the A and B versions are the same according to the frame data, so it should be the same timing for those 2.

Posted
would anyone mind posting some of his corner loops, give a starter for multiple situations like counter hit, throw, etc etc.

hey we played earlier :) what exactly u want to know

Posted
would anyone mind posting some of his corner loops, give a starter for multiple situations like counter hit, throw, etc etc.

the one I wind up hitting the most with is:

5C (ch)>6C>6D>6C>6D>623D>6C>214C ~4K

though I should add B fubuki between the 6C>6D's.

Posted

it was posted already by someone...,

you need just to find it...

for me anything with 100p1 will lead to it...look it up with frame data.., 90p1 would also lead to it but will do less damage e.g.: 5C

Posted

if u r gonna do a 623B after the first 6D then do 6B>623B for more damage.

CH 6C>DC>6C>6D>6B>623B>6C>6D>623D>6C>214C = 5104 damage/can start with 0 meter, gains 12 meter

CH 5C>6C>6D>6B>623B>6C>6D>623D>6C>214C = 4266 damage/can start with 0 meter, gains 11 meter

6C>6D>6C>6D>5C>j.C>j.2C>JC>j.2C>j.214C = 4101 damage/gains 34 heat

623D 2nd hit>6C>6D>6B>623B>6C>6D>623D>6C>6D>5C>6C>DC>623D>5C>632146D>6C>623C = 7204 damage/requires 86 meter to start, gains 9 meter

623D 2nd hit>6C>6D>6C>6D>5C>6C>DC>623D>5C>6C>6D>632146D>6C>623C = 6400 damage/requires 68 meter to start, gains 11 meter(i forgot the actual number for this one)

ill post more later

Posted

heres a situational one:

623D 2nd hit>6C>delay 623B>6C>6D>6C>6D>5C>6C>DC>623D>5C>632146D>6C>623C = 6618 damage/requires 67 meter to start, gains 9 meter

note: this one has to be near corner not in the corner, well you have to be away far enough to hit the first 6C at it's max reach

there aren't any good ones off of throw 2 hits>623B cuz the proration sucks ballz and it blackbeats before the 623D, ask if u need moar help

Posted

terribad proration and damage from 5b and 5c and 214d only really leads to 6C>214C for ok damage, you can do better in the corner for 25 heat so might as well do j.2C>j.214C instead

you can do 5B(1)>2B>5C>623D(1)>unblockable 623D 2nd hit, usually works for me since no fucking inferno divider is gonna reach to where u r pushed back to and this setup makes it easier to do the combo i posted earlier that does like 6.6k

Posted

2d gives you +5 frame advantage, so if they're pretty far away it should be fine to just 5c? That's what I usually do at least. dunno if they're closer, I usually just dash in 2a or something.

Posted

they can always DP out too so be careful of that.., +5 is nothing since the fastest jin moves takes at least 6 frames and that's the standing jab.

so bait for that from time to time

Posted
im pretty sure it's possible, depending on spacing, to do a IAD crossup

yeah I've been trying that... depending on distance I wind up having to do 766 instead of 96.... and I suck at doing airdash>JB crossups.... but yeah, that should work.... unless they have DP....

christ... Jin's frame traps suck.... how is dead spike a better frame trap than 2D?..... makes me sad.

Posted
dead spike equivalent for jin is 6D not 2D

true, even though 2D and DS have the same +block, Jin's shitty normals and Ragna's gdlk normals make it a more accurate comparison.

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