xlolxlolx Posted September 11, 2010 Posted September 11, 2010 Uhhhh noticed some stuff that i usually use that isn't on there sooo......add these i guess? near corner/in corner: 5D>DC>623B>6C>6D>j.C>j.2C>JC>j.2C>j.214C = 3510 damage (am i the only one that will continue combo with a meterless drive move regardless of freeze count? >_>) slightly better version of the 3C stuff: 5B(2)>sekkajin>6C>DC>j.C>j.2C>j.D>d.5B(2)>2B>5C>3C = 2792 damage and brings you farthest distance, dun remember if it's char specific or not since i havent played much lately
Ice Cube Posted September 14, 2010 Author Posted September 14, 2010 List updated with a 3C knockdown guide based on this http://www.youtube.com/watch?v=MhUjeSdDu5w , some new 2C FC anti-air combos from http://www.youtube.com/watch?v=pulrMwx_GvY , and whatever new stuff which have been posted. A big thank you to teranoidG and Moi_X7 for creating awesome videos. I have also done more writing on the mix-up guide. I have a good idea on what to include for resets and freeze resets already, but totally no idea on what to include for Strike/Strike mix-up. I don't do it consciously enough, I think. Need some help.
xlolxlolx Posted September 15, 2010 Posted September 15, 2010 lol my internet died late last week and i realized that i posted the wrong combo correct one: 5B(2)>sekkajin>delay d.5C>6C>DC>j.C>j.2C>j.D>d.5B(2)>2B>5C>3C = 2864 damage/39 heat gain works on everyone but sword spammer and carl, works everywhere
Moy_X7 Posted September 16, 2010 Posted September 16, 2010 lol my internet died late last week and i realized that i posted the wrong combo correct one: 5B(2)>sekkajin>delay d.5C>6C>DC>j.C>j.2C>j.D>d.5B(2)>2B>5C>3C = 2864 damage/39 heat gain works on everyone but sword spammer and carl, works everywhere Now this is a nice combo, it's easier to perform and it's more reliable than my starting combo from the guide as it works on everyone except Carl and it might work if you go for a j.B > d.5C > Sekka-Jin starter on Lambda.
Roldy Posted September 16, 2010 Posted September 16, 2010 How on earth do you go from 5B to sekkajin? 5B > 2B > Sekkajin I can understand, but without 2B, I have absolutely no clue how you're going to get a sekkajin in there.
smooshman Posted September 16, 2010 Posted September 16, 2010 How on earth do you go from 5B to sekkajin? 5B > 2B > Sekkajin I can understand, but without 2B, I have absolutely no clue how you're going to get a sekkajin in there. hit 5B wait for the second hit (or predict it) and then mash really, really, really, hard.
xlolxlolx Posted September 16, 2010 Posted September 16, 2010 How on earth do you go from 5B to sekkajin? 5B > 2B > Sekkajin I can understand, but without 2B, I have absolutely no clue how you're going to get a sekkajin in there. you never did this kind of stuff in CT? o_O *cough* am i the only one that did 623B>5C>SJC>j.C>j.D>AD>j.B>j.C>5B(2)>5C>3C corner combo in CT? D:
xlolxlolx Posted September 19, 2010 Posted September 19, 2010 lolz tetsu's wtf crossup 6C that throws them back into corner: 2D>d.6C>DC>d.5C>6C>DC>66>j.C>JC>j.2C>j.214C or w/e u wanna do so a couple notes on this one: the d.5C has to be done immediately after DC ends the d.6C has to be point blank basically too many variations to list so just work off of the original
Kirah Posted September 25, 2010 Posted September 25, 2010 Developed two new side switch combos, for when you land a 5C while in the corner. Never seen any other Jin's do this , but I haven't watched a lot of other Jin's outside of Dennou, Buppa, Ren and etc so I hope it's completely original. #1 5C > 6C > 2D > 665C > (Short delay) 6C > (DC) > J.C > DJ2.C > j214D > 6C > 214C #2 5C > 6C > 2D > dash under > (Short Delay) 2B > 5C > 214D > 6C > 214C Notes: In the first combo once you do 665C you should be slightly passed them then a very short delay 6C though you must still press 66 in the way Jin is facing and he'll DC the opposite direction automatically then finish up the combo.
Jourdal Posted September 25, 2010 Posted September 25, 2010 How on earth do you go from 5B to sekkajin? 5B > 2B > Sekkajin I can understand, but without 2B, I have absolutely no clue how you're going to get a sekkajin in there. lol i cant do 5B>2B>sekkajin but i can do 5B>sekkajin easy.....i actually agree with smoosh, if you do it too late they get pushed away.
xlolxlolx Posted September 25, 2010 Posted September 25, 2010 5B>2B>sekkajin is pointless since you only get like 10 extra damage in the end =/ @Kirah doing j.214D instead of j.214C doesnt make it new.....especially since i posted the basics of it right and its right above your's......and the 2nd combo is unnecessary if you can do the first one for more damage 5C>6C must be CH or on crouching anyways
Roldy Posted September 25, 2010 Posted September 25, 2010 Won't the 5B cancel into 5C before you can mash? Or do you buffer the 5B with something else? Edit: 10 extra damage is better than me not getting the combo at all, lol.
advancedNoob Posted September 25, 2010 Posted September 25, 2010 Didn't go through every combo, but here's one I've never seen anyone do (mid screen to corner): (CH) 5C 6C 2D (dash)6B mashC 6C (DC) 5C (HJC) 2C 214D 6C *whatever ender you prefer* The tricky part is to send the opponent with 214D in desired direction (forward), to accomplish that you need to slightly delay 5C that comes before HJC. Don't remember the damage numbers, but it's good. I think it's 4K+, depending on how you choose to end it.
Jourdal Posted September 25, 2010 Posted September 25, 2010 Won't the 5B cancel into 5C before you can mash? Or do you buffer the 5B with something else? Edit: 10 extra damage is better than me not getting the combo at all, lol. Yeah, its usually 5B(2)>5C comes out but the vacuum from second 5B keeps them close enough so sekkajin still connects perfectly.
smooshman Posted September 25, 2010 Posted September 25, 2010 Yeah, its usually 5B(2)>5C comes out but the vacuum from second 5B keeps them close enough so sekkajin still connects perfectly. as long as 5C is immediately cancelled into sekkajin, there can be no delay.... personally I just like doing 6B>sekka since it's more reliable. sadly 2Dxx6B does shit damage due to 2D's lol 70p1. Hey is there a way to link 6B besides 2D (and ch 6B) on a on ground opponent?
xlolxlolx Posted September 25, 2010 Posted September 25, 2010 well theres 6D in corner, other than that you have to rely on gimmicks like 5C>6B or 6C>6B
Linear04 Posted September 26, 2010 Posted September 26, 2010 if youre having trouble doing sekkajin combos you can always learn to do 665b so that you guarantee the sekka hitting
Ownagepuffs Posted September 27, 2010 Posted September 27, 2010 The problem here seems to be... Sekkaijin? It's not too difficult. Of course online timing may be something else. It's been stated repeatedly, Mash that C like you've never mash before.
Roldy Posted September 27, 2010 Posted September 27, 2010 The problem isn't getting Sekkajin out, I was simply confused at the fact that people said you could cancel 5B into sekkajin, until they clarified and said 5C also comes out. I do prefer 5B > 2B > sekka though, because it's easier to make sure sekkajin fully hits the opponent (8 hits) due to 5C having more pushback. Also, it works on Carl. Not only do I mash that C, I mash it with 2 fingers like I'm playing bass guitar. I'm on stick btw. Now onto a different subject...
Partialartist Posted October 12, 2010 Posted October 12, 2010 Variation on the (not unblockable) 623D reset setup. Won't work on the usual suspects. 5B(2) > 5C > Sekkajin, 6C > 2D, 66B, Sekkajin, 665C > 623D(1) [2845 damage]. Unless you started close to the corner, the push back from the combo is enough to make the reset attempt relatively safe. Land it and you have a total of ~8k damage, with no initial heat requirement(barring burst, of course). Any decent length combo that ends with 6C(DC), 5C or Sekkajin, 665C should work. I'm just highlighting this one, because it looks like double Sekkajin combos are going to be a lot easier, if the loke test change sticks. Edit: How about ...Sekkajin, TK236C? It doesn't combo, but catches all air techs and quick rise. Didn't test the other rolls. Re-edit: Had some success with it, in a couple of matches. Found out that Tager's air tech goes over it. Need to test it with all the characters. Edit Again: Not great on tiny people(Noel, Tsubaki...), but okay on others. Can be beaten by fall+roll, but they'll either roll into you or you'll get more corner push. Loke test changes seem like they'll strengthen the setup. Last one, I hope: Instead of doing a straight TK236C, (super)jump and immediately do a j.236C. It expands your options, since you can dash after it, or quickly throw out 2 head-level projectiles (on regular height folks). One for the road: CH 623C, d.5B > 5C > sj.B > j.C > j.D, land5C > D Super, 6A [2989 damage].
Ashen Posted October 12, 2010 Posted October 12, 2010 623D reset? Those don't work against anyone remotely good. Only time 623D reset is applicable is if it's the unblockable reset from 236D -> RC -> 623D. And even then it's situational. On that note, is you have a combo ending in, 6C-> DC -> 5C or Sekkajin -> Dash5C, you can SJC it into j.A for tick throw reset if they teck neutral or backwards, or go for a throw reject miss against a japanese. If you get a purple throw break then you still have your j.C, or safer j.236D to continue pressure, or even air dash in for more risky pressure.
shadow2bolt Posted October 12, 2010 Posted October 12, 2010 It would only be useful in the corner and will probably work only once. Instead of 623D, you can have frame trap options so: if they tech backwards do a HJIAD with either throw or tick throw (or pressure if you want) but there is an option select if you see the opponent neutral tech so you can do a highlow mixup (or if you delayed your HJ, air dash cross up). if you think they are going to tech forwards, HJ throw or air pressure If you are really good with reacting to your opponent's tech, then you can just do a HJ and choose to air dash at the right time based on what they do. To mix things up slightly, you can do the risky option of allowing them to recover and do a 6C if they went backwards (and if blocked, you can go into 6D), delayed slightly 2C if they went forwards (6D follow up regardless of hit confirm, fatal, or block unless they are a certain char with an air DP) or back into pressure if they went neutral.
CaelSeraphim Posted October 17, 2010 Posted October 17, 2010 'Crouching opponent' 5B(FC) > 5C > 2C > 6C > dash cancel > 5C > high jump > j.B > j.2C > j.D > j.623D > Arrows of ice!
xlolxlolx Posted October 17, 2010 Posted October 17, 2010 ^lolz very very bad american troll.....shtkn needs to delete the post
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