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[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS


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Posted

No more OTG combos after 3C. New sekkajin makes up for this.

3C > 236D for freeze oki in corner would no longer works. Well, it didn't work on the whole cast and was quite react-able anyway. And most of the time it comes from a corner throw. With the new proration on 6 throw, Jin should have new damaging combos that end with 6C > 214C knockdown, so yeah.

3C > 236C oki would be easily reversal'd out. Actually, since 236C is -1 on block, this has just become a terrible idea.

214B knockdown kinda makes up for it though. It only has 5 + 22 recovery, compared to 2 + 29 of 3C, adds a little bit of damage + floats the opponent a bit higher before knockdown. So 3C > 214B should become the new knockdown option.

Outside of combos, Jin gains much less rewards for using 3C to trap jump-outs or to beat Bang's 5A. Not much of a problem with the new 5C.

Personally I'm fine with this.

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Posted

Hmm...so from now on, no more air dash > j.2c > j.c > 5B > 2B > 5C > 3C awesomeness?

I actually liked doing all of his 3C oki stuff.

Posted

well i rarely used the 3c stuff but we have ice car b knockdown thats like soooooo greeaaaaaat! :) now all we need is a longer rang on our 5c n our jb back and we have a real buff from CT

Posted
Hmm...so from now on, no more air dash > j.2c > j.c > 5B > 2B > 5C > 3C awesomeness?

I actually liked doing all of his 3C oki stuff.

I'm disappointed too :gonk:. I wonder how a player like Tetsu, who relies a LOT on Jin's 3C > oki game will play if the changes stay.

well i rarely used the 3c stuff but we have ice car b knockdown thats like soooooo greeaaaaaat! :) now all we need is a longer rang on our 5c n our jb back and we have a real buff from CT

So Ice Car B is back to the CT one? As in immediately techable as soon as they hit the ground? (Well, like our actual Ice Car C?)

And does anybody know where are they headed with their sweeps? It seems to beat the whole purpose of being a sweep itself.

Posted

yeah....all 3Cs are getting fucked basically, arc doesn't seem to know how to balance anymore....

Posted

i'm assuming theyre talking about CS, didnt need 3C oki that much in CT since the proration on EX moves were alot better and 5C>j.B :[

Posted

blog stuff:

+ 5B>6A gattling added

+ 2B>5B gattling back

- 3C techable

- 6C may have same rate proration?

- 6A forces crouch on hit, but cannot cancel into special moves.

- 5D slower than first loke test, freeze time shorter (no word whether 5C> 5D still connects with the new changes though)

old changes:

+ 2C>5C gattling added, easier to FC with 2C now (cannot reinput 2C)

+ sekkajin less knockback

+ B ice car knocks down again (CT style)

Posted

So they made 6A EVEN worse... is that possible? Also, with the changes to 3C, are 2B pickups still gonna work or is that out now?

Please let 5C>5D still work *crosses fingers*

Posted
2B > 5B gatling is back.

thanks, it's now reflected in my original post. Also 6C has same rate proration apparently.

Posted

6C same move prorate....

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

5B>6A is nice, but.... if it doesn't special cancel what's the point?

Posted

just played once today, in general Jin is still the same character

changes

- 3C makes opponents float upwards, no more 2B combo after 3C but 3C>214C works against everybody

- 3C>236D worked once, didn't really pay attention to this but i believe 3C>236D works against everybody, will try again

- 3C>Bdp works and combos

- i doubt theres 6C same move prorate since pretty much all old 6C combos worked for me, 6C>C>6C>~~

- 6A is not cancellable to anything, but u can do 5B>6A

- 5D is little slower than last loketest but 5C>5D still works on normal hit

everybody's 3C nerfed lot in CS2 so 3C change is what i actually expected

its not a big issue if u can do 3C>214C

and... u can still combo after 3C counter or use RC so 3C in mid-range is still good

6A is worse but not many characters in CS2 have free combos after overhead

6ARC still works and 5B>6A is good

jin still has top class anti-throw move 6B and high return from regular throw

at least at the moment i think jin is at least mid-high

Posted

stunedge, can you help confirming whether forward throw (3rd hit) has better proration than CS1? If it does, try out some new corner combo like:

6 throw (3), 623B, 6C (DC) > j.C j.2C 214C/D

if that one doesn't work, maybe 6 throw (3), 214A whiff, 5C > 2C > 3C > 214C/D or 6 throw (3), 214A whiff, 5C > sekkajin, 6C > 214C/D

or something better that you can think up of, idk.

Posted
- 3C makes opponents float upwards, no more 2B combo after 3C but 3C>214C works against everybody
Does Sekkajin have a little knockback or is there completely none? I'm curious to see from how far can we combo somebody with it, hope it makes up for 3C > 2B combos.

- 3C>Bdp works and combos
Is it possible to follow up with anything else after B DP?

- 6A is not cancellable to anything, but u can do 5B>6A

6A is worse but not many characters in CS2 have free combos after overhead

6ARC still works and 5B>6A is good

But if 6A does not lead to anything, doesn't that make it still too risky for nothing? Unless it's not -16 on block anymore, I don't really see the point of taking such a big risk, so if anybody could enlighten me on that one, I'd be glad. His high and low game has been buffed though, with 2B > 5B being back and stuff.

- 5D is little slower than last loketest but 5C>5D still works on normal hit

:yaaay:

everybody's 3C nerfed lot in CS2 so 3C change is what i actually expected

its not a big issue if u can do 3C>214C

and... u can still combo after 3C counter or use RC so 3C in mid-range is still good

:)

6A is worse but not many characters in CS2 have free combos after overhead 6ARC still works and 5B>6A is good

Some of them still do? :gonk:

I also wonder if 5B > 2B > 5C > Sekkajin > 6C > dc >5C > HJC > j.2C > j.D > airdash > j.2C > j.C > 5B > 2B > 5C > 3C > 214C works, or does his IceCar's 2nd hit still whiff after x number of hits?

Posted

>>Ice Cube

i might remember this wrong but i think 6throw(3)>214A wiff>B>C>3C>214B did something around 2500 which was how it was like in CT

did CS version of this combo did less damage?

>>J-KT21

1. not sure about the sekkajin knockback thing, i felt it was about the same, if it has less knockback, B>C>sekka should combo against Carl and Lambda, will try if i get a chance

2. 3C>Bdp>6C>6D~~ still combos

3. 6A is useful only if u hav 50% now, but the good thing is it forces crouch hit so the follow up combo will get back decent amount of meter

4. some of them still do

5. the combo u mentioned still works fine, also B>C>sekka>dash 6C>dc>C>6C>delay 2D>B>2B>C>3C>214C still works so i don't think they have changed anything here

Posted
3. 6A is useful only if u hav 50% now, but the good thing is it forces crouch hit so the follow up combo will get back decent amount of meter

so you just rapid cancel it regardless of hit or block.... still atleast we got some high low mixup since we have 5B>2B 2B>5B and 5B>6A

and thank god for no 6C same proration, that would have sucked so much.

Posted

Thanks for all this info stunedge.....i was really loving those 3C>2B combos....but getting back universal 3C>214C is great

6A finally gatlings....but cant special cancel...oh well i never used it much anyway...

Posted
6throw(3)>214A wiff>B>C>3C>214B did something around 2500

Pretty sure that combo would do around 2.2k in CS1. So yeah, probably better proration. Please help to test the corner throw combo I posted ^^

In CS1 the maximun Jin can get from corner throw, with 25% and ends with 214C knockdown, is 2970 fyi.

Posted
>>Ice Cube

i might remember this wrong but i think 6throw(3)>214A wiff>B>C>3C>214B did something around 2500 which was how it was like in CT

did CS version of this combo did less damage?

>>J-KT21

1. not sure about the sekkajin knockback thing, i felt it was about the same, if it has less knockback, B>C>sekka should combo against Carl and Lambda, will try if i get a chance

2. 3C>Bdp>6C>6D~~ still combos

3. 6A is useful only if u hav 50% now, but the good thing is it forces crouch hit so the follow up combo will get back decent amount of meter

4. some of them still do

5. the combo u mentioned still works fine, also B>C>sekka>dash 6C>dc>C>6C>delay 2D>B>2B>C>3C>214C still works so i don't think they have changed anything here

1. Thank you, that could be very interesting.

2. So no combos mid-screen?

3. I'm okay with that I guess, but Jin still lacks a reliable overhead I guess. I wonder why they haven't tried 6B as an overhead yet, this is seriously odd. Do they really fear that it's gonna be broken or something?

4. Doesn't that make everything completely unbalanced?

5. I've never actually tried it with the 214C ender but I thought that 214C's 2nd hit would whiff after like 10 or 12 hits? I've read that somewhere on Dustloop... Could you test it next time you play? That would be a pretty cool to see how effective it is and in what position do we end up in (advantage, disadvantage, neutral?)

Posted
3. Why they haven't tried 6B as an overhead yet, this is seriously odd. Do they really fear that it's gonna be broken or something?

4. Doesn't that make everything completely unbalanced?

5. I've never actually tried it with the 214C ender but I thought that 214C's 2nd hit would whiff after like 10 or 12 hits? I've read that somewhere on Dustloop...

2. IT'S NOT ODD. Just look at Carl's j.2C and Arakune's dives, they are not overheads. Also, 6B is fine as it is right now, a damn good anti-throw tool

3. Short ans: no. Long ans: WHY ARE YOU EVEN ASKING THIS. Play the game more or something.

5. That's 214B. 214C's 2nd hit is confirmed for most normal situations (in CS1)

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