Yuushiro Posted August 2, 2010 Posted August 2, 2010 sekkajin would allow them to tech... you can replace the second 6D with j2C, jC like tetsu/hiroshi
smooshman Posted August 2, 2010 Posted August 2, 2010 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.
OmniSScythe Posted August 2, 2010 Posted August 2, 2010 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
xlolxlolx Posted August 2, 2010 Posted August 2, 2010 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
H-F Blade Posted August 4, 2010 Posted August 4, 2010 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?
xlolxlolx Posted August 4, 2010 Posted August 4, 2010 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.
shtkn Posted August 4, 2010 Author Posted August 4, 2010 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.
capsuletoyco Posted August 7, 2010 Posted August 7, 2010 would anyone mind posting some of his corner loops, give a starter for multiple situations like counter hit, throw, etc etc.
Nov Ganon Posted August 7, 2010 Posted August 7, 2010 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
smooshman Posted August 7, 2010 Posted August 7, 2010 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.
Yuushiro Posted August 7, 2010 Posted August 7, 2010 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
xlolxlolx Posted August 7, 2010 Posted August 7, 2010 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
xlolxlolx Posted August 9, 2010 Posted August 9, 2010 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
capsuletoyco Posted August 9, 2010 Posted August 9, 2010 how about 5b 5c 623b as a starter also ones where you can throw in j2c 214d
xlolxlolx Posted August 9, 2010 Posted August 9, 2010 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
smooshman Posted August 10, 2010 Posted August 10, 2010 hey, what's a good follow for 2D? 5C isn't very effective.... and what's a good frame trap off 2D?
Kristoph Posted August 10, 2010 Posted August 10, 2010 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.
Yuushiro Posted August 10, 2010 Posted August 10, 2010 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
xlolxlolx Posted August 10, 2010 Posted August 10, 2010 im pretty sure it's possible, depending on spacing, to do a IAD crossup
smooshman Posted August 10, 2010 Posted August 10, 2010 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.
smooshman Posted August 10, 2010 Posted August 10, 2010 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.
Yuushiro Posted August 10, 2010 Posted August 10, 2010 well if you wanna be risky you can always DP out of dead spike too
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