Ice Cube Posted October 16, 2010 Posted October 16, 2010 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.
Roldy Posted October 16, 2010 Posted October 16, 2010 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.
Nov Ganon Posted October 16, 2010 Posted October 16, 2010 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
xlolxlolx Posted October 16, 2010 Posted October 16, 2010 bullshit i liked showing off IAD j.2C>j.C>stuff and 236C oki D:
J-KT21 Posted October 16, 2010 Author Posted October 16, 2010 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 . 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.
xlolxlolx Posted October 16, 2010 Posted October 16, 2010 yeah....all 3Cs are getting fucked basically, arc doesn't seem to know how to balance anymore....
Yuushiro Posted October 16, 2010 Posted October 16, 2010 tetsu main str isn't 3C... did you guys ever see his CT play .. duh
xlolxlolx Posted October 16, 2010 Posted October 16, 2010 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 :[
zephyr07 Posted October 16, 2010 Posted October 16, 2010 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)
Marauder Posted October 16, 2010 Posted October 16, 2010 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*
zephyr07 Posted October 16, 2010 Posted October 16, 2010 2B > 5B gatling is back. thanks, it's now reflected in my original post. Also 6C has same rate proration apparently.
smooshman Posted October 16, 2010 Posted October 16, 2010 6C same move prorate.... FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 5B>6A is nice, but.... if it doesn't special cancel what's the point?
Partialartist Posted October 16, 2010 Posted October 16, 2010 Not to mention it forces crouch on hit. What? It's an overhead and the only thing it combos from is a freeze.
stunedge Posted October 16, 2010 Posted October 16, 2010 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
Ice Cube Posted October 16, 2010 Posted October 16, 2010 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.
stunedge Posted October 16, 2010 Posted October 16, 2010 forward throw is exactly the same, same combo works and it does same damage back throw has higher proration i believe
J-KT21 Posted October 16, 2010 Author Posted October 16, 2010 - 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 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? 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?
Ice Cube Posted October 16, 2010 Posted October 16, 2010 pretty sure forward throw has better proration in the last loketest (http://www.youtube.com/watch?v=0FMhLlalZZI#t=1m53s) maybe they changed it back. oh well. if 3C > 236D works against everyone then arcsys failed hard to nerf our corner oki.
stunedge Posted October 16, 2010 Posted October 16, 2010 >>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
smooshman Posted October 16, 2010 Posted October 16, 2010 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.
Jourdal Posted October 16, 2010 Posted October 16, 2010 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...
Ice Cube Posted October 16, 2010 Posted October 16, 2010 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.
J-KT21 Posted October 16, 2010 Author Posted October 16, 2010 >>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?)
Ice Cube Posted October 16, 2010 Posted October 16, 2010 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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