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Posted

Troll? In my serious business thread!?

Anyway, I'm too lazy to update this thread. I will just wait until BBCS2 comes out to finish the resets list and stuffs. Will make sure that every single thing posted in this thread will go to the BBCS2 combo & mix-up thread (I will make it, tentatively) as long as they are still applicable, so thanks everyone for your contribution ^^

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Posted

Variant for a close 5D:

5D(DC), Sekkajin, 6C(DC), 5C(JC) > sj.B > j.2C(JC) > dj.2C > 214D, 6C > 214C[3502 damage]

Can be done from 0 heat and gains 11 heat.

This seems more applicable to CS2, for a couple of reasons.

1. Since 5D will be faster, it'll be better against air dashers.

2. As of the last test, CH 5D(DC?), 5B worked in the corner. According to current data, there's only a 1 frame difference between the startup of 5B and Sekkajin. It might work.

Posted

5D combo, lol

Pretty sure it's slower in CS2, but I'm not positive. Also, startup = active frames? :(

5B(CH/1) > 6C > (your followup shenanigans)

5C (CH) > 2D > (Shenanigans)

623A > Arrows of Ice > 6A > 623D (2) > (Shenanigans)

Posted

Actually, in the test it was fast enough that it combo'd from 5C. Only problem was that the freeze was so short that you couldn't follow up with anything, except for a corner CH. I'm well aware of the odds of getting a 5D to land in the current game, but I have a habit of testing out combos with new releases in mind, once I start hearing about changes.

Also, the first two you posted are already well known and the last one doesn't make any sense, as written.

Posted
stuff

I didn't see them listed.

If you catch arrows of ice, you can follow it up with 6A. They'll be low enough, and 6A goes right in to 623's. Try it.

Posted

Huh, so they aren't. CH 5B > 6C has been used since CT. I'm surprised it's not there. The other one is good, if you catch them too far out to do 5C > 6C.

What I meant about the third one is you didn't mention the conditions. It needs to be CH, on a standing opponent. If they're in the air, they'll be too high up for the 6A to connect. As for the 6A > 623D, it'll work, if they don't immediately tech. If they do, they can get in a reversal.

Edit: Shame to have the top of a page not have anything new, so here's a 100 heat combo.

Midscreen

3C(RC), 6C(DC), 5C > 6C > 2D, 66B, Sekkajin, 6C(DC), 5C, 623D, 5C > D Super, 6C > 623C [5191 damage].

Posted
So, Jin has a 25 heat unblockable reset.

Example:

Whatever > Sekkajin, 665C(SJC) > 5B > j.2C > j.D > j.236D, land, 66C...

Because of the freeze time on the j.236D, there's a space between when the opponent thaws and lands. Since 6C is a true air unblockable, if you hit them during this time, there's nothing they can do. Can be done from anywhere. In the corner, you don't even need to dash.

Veeeerrryyy interesting, I'll try this out as soon as I can. But can't they simply barrier guard their way out of it?
Posted

I just programmed the computer to do it. First time I was able to barrier block, which is why I edited my post, but since then I haven't been able to block it at all. Looks legit.

Edit:

Ragna can air DP out of it, but I think anyone without one is screwed. And it looks like there's some character specificity to it. For instance, the j.236D hits Noel too late, so the 66C combos.

Tested on most of the cast. Only ones I had trouble with were Noel, Tao, Tager and Hazama, though I used the same programmed sequence for all of them. Might just have to adjust the timing for a couple of them.

Also played a couple of matches online and did it off of a different combo. Felt like I did it late, so I don't know if it was legit or he just didn't block.

Posted

Something like that will only work 1 time against a player. If you get it then good job. From the 2nd time and on go into mixups.

Posted

Weird. I don't know why I couldn't block it earlier, but now I can. Seemed too good to be true.

Edit: You can use it on other ways, I suppose.

...j.D > 236D, land, 665A/665B > 5C/2C/2B/6A

Posted (edited)

You can't tech out of ice. With the scenario I mentioned, the opponent has a little bit of time to do something, between when you that and land, but Jin is at an advantage. I already recognized the error with the supposed unblockable and have now moved onto actual practical applications, such as the one above.

Catch them with 5A, just as they thaw and you can go high/low/throw, when they land. 5B works, too, but you lose the 6A, at least until CS2. You can try ...665B(JC) > j.A, dash j.236D crossup, or any number of things.

The point is that you do the air combo, then spend 25 heat to put the opponent in a bad position(as they thaw they're forced to block in the air and guess your followup). It's not an unblockable, but it's not bad.

Edited by Partialartist
  • 2 weeks later...
Posted

I need some help, I'm trying to find the optimal damage combo for the following situation:

Setup: 5C(CH)>6C>2D (first freeze) 6C>DC>5C> (Air combo that either ends in j.D>B Musou/j.D>C Musou/anything that ends in D Musou).

The problem I'm having is that after the first freeze (2D), I dash cancel and do 5C>2C>hjc air combo, but I'm not high enough to end it with Musou. I know I can cut the 2C altogether, but the main thing is trying to find the most damaging air combo that ends in any Musou, ideally something that ends in j.D>any musou for high damage if that's even possible.

Posted (edited)

You can't do j.d if you already freeze people

its either j.c>j.2c>jc>j.2c>musou b/d or j.c>jc>j.2c>musou c

most damaging w/o meter is musou b, but you get no knockdown on it

and most damaging period is obviously the musou d>6c>musou c but thats corner only

Edited by Linear04
Posted

Yeah, if you do 5C > 6C > 2D, then follow up with 6C > dash cancel > 5C > sj.c > j.2C > Jump cancel > j.2C > B or D musou.

I don't think j.C > jump cancel > J.2c > c musou is valid. Maybe CH 5C > 6C > 2D > 6C > J.C > jump > J.2C > c musou.

Posted

If you're going for a 5C(CH) combo, then go with 5C(CH) > 6C > 2D > 6C > DC > 5C > 6C > DC > j.C > JC > j.2C > Ice Car C/D; that's the most damaging combo off a 5C(CH) that I know of. The standard is 5C(CH) > 6C > 2D > (dashing)6B > Sekka-Jin > 6C > Ice Car C, it awards better oki than the prior and it's easier to pull off.

@Partialartist - I'm not too fond of that "gimmick", you're sacrificing damage and 25 heat for a reset. The meter is better spent on the more damaging combos or the better ice resets off 3C > 236D near the corner. That's my opinion at least, good job thinking outside the box though.

Posted

^this

here's the basic damage vs meter formula for jin i guess since blade wants to learn jin now =/

damage: 6C

meter: sekkajin

when you're somewhat away from corner end with j.214D>6C>214C which gives you better oki than ending with j.214C from high in the air

normal combos give around 23-28 meter so you can save or spend

best oki is 3C>236C in corner and is one of the few setups that makes 6A somewhat safe and the few if not only mixups that jin has

if you're going for gimmicky resets do meterless ones instead like 6C>DC>5C>2C>SJC>j.2C>j.D>AD j.D

Posted

I guess, thing was, in BBCT, even though you did 2D freeze into air combo, you could "hit" with j.D for more damage even though it didn't freeze and still land an Icecar afterwards. That's kinda what I'm going for.

And pretty much I'm trying to learn everybody. :china:

Posted

Hm, I think his best Oki is after 3c. One of standard (decent) ways to nail it is 5b(2) 3c ... 2b 5c (SJC) 2c 5d ... (IAD) 2c 5c (dash) 5b(2) 2b 5c 3c. Fairly hard to do, but very rewarding bnb.

I normally end with 214C only if I catch opponent with 2D, and even then I sometimes let frozen opponent fall on the ground while frozen without finishing the combo to maximize damage with a possible reset.

Posted

^it's not actually difficult, you just have to understand how to do the delay between j.2C and j.C and for blade's learning purposes a better way to write it out would be

5B(2)>3C>2B>5C>SJC>j.2C(j.C works also)>j.D>Air Dash(after you recover from j.D)>j.2C>delay j.C>d.5B(2)>2B>5C>3C

attempting a ice break reset is very risky against characters with startup invinicibility moves

Posted

It's not that hard, but still, fairly tough to do, compared to most Jin's combos.

true, it's risky, but if you train them to DP it creates opportunity for good damage baits XD.

Posted

any combo for dpB in corner other than.

6C > 6D > 6C > 6D > 5C > SJ C > 2C > DJ > 2C > 214D

| |-> 5C > super jump > 2C > double jump > 2C > 214C

|-> air dash > 2C > C > ground dash > 5B > 2B > 5C > 3C

dame site, won't allow spaces:(

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