J-KT21 Posted October 16, 2010 Author Posted October 16, 2010 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) 2.Well, Location tests are tests. I'm not saying that it has to be an overhead but I'm really curious as to know why they simply don't want to try it out. I mean, 5C air unblockable? 2C > 5C? Were they even things any Jin player thought of to begin with? And I do know that 6B is already great as it is right now, never implied that it sucked . 3. So, most of the cast's overheads don't combo. A select few's still do. I fail to see how that could make a game balanced. You've got unrewarding overheads (a-la street fighter) and rewarding overheads (leading to combos), how is that balanced? And yes, I do need to play the game more. But I still fail to see the logic behind it. 5. Thanks for clarifying.
Eyeskewb Posted October 16, 2010 Posted October 16, 2010 Jin was the only character left without real nerfs so I can't be mad about it. + 5C air unblockable (barrier guard works). I love it. I LOVE IT - 3C techable now. This is happening to everybody it seems, so it doesn't bother me as much - 6A forces crouch, can't special cancel. ( ≖‿≖) So now it's even MORE pointless? Good thing is i NEVER used this move - 5D slower, freeze still as short. As long as it still combos off a 5C I'm gooooooooooooood + 5B > 6A gatling added. Of course, it doesn't combo. Would've been a good buff if they didn't change 6A. Oh well. + 2B > 5B gatling added. YEEESSSSSS Overall, I'm fine with these changes. If they were gonna nerf anything, they picked the thing I care least about (6A). I'll take these nerfs happily with all the buffs from all the loketests Jin got.
Ashen Posted October 16, 2010 Posted October 16, 2010 6A is NOT a bad tool in CS1. 4k corner combo and you can reset into 6A overhead in many other combos. I'm really grateful for the 5B > 6A gatle.
prokiller88 Posted October 16, 2010 Posted October 16, 2010 It depends on the start up of 5D. Although I hope the freeze time increases by the 4th loke test. As a mid range poke, it should freeze the same time as cs1 which would allow 5b > 5c > 214B into oki which would be awesome. Although the 3C untechable thing is crazy, who can do an actual sweep now?
xlolxlolx Posted October 16, 2010 Posted October 16, 2010 Well if current changes stick then you would be doing 5B>5C>3C>214C and 214B would become a backup again like it was in CT
Dragkonias Posted October 16, 2010 Posted October 16, 2010 Yeah. Nerfing 6A isn't a big deal, since it already sucked.
Linear04 Posted October 16, 2010 Posted October 16, 2010 well 6a comboing was good in that you could use it as a reset in the corner for a risk... like 6a as soon as they tech, 6a into 623 b for a free corner combo since people usually block low on wakeup, and the animation would be semi-hidden from their tech and 6b shouldnt be an overhead, its way too good in that it moves jin up, and can be canceled into from any ground normal, as well as doing crazy meterless damage with 6b>6c
xlolxlolx Posted October 16, 2010 Posted October 16, 2010 you do understand that it has 25 frame startup and all 5As can beat it right? It'd be fine as an overhead if they took away the frame advantage since you can go into most normals
Linear04 Posted October 16, 2010 Posted October 16, 2010 but the point is that it moves jin right up to do a completely new pressure string and can be cancelled from any ground normal, making it a god like pressure tool, while having the same amount of startup as most over heads if it were to become an over head they'd have to make it prorate a lot more seeing as how it can do crazy damage off of crouchers, just as the same as counter hits and you also make it sound like overheads never work, because you could just as easily dp/5a out of them
xlolxlolx Posted October 17, 2010 Posted October 17, 2010 jin's 6B, like his 6A, have the most obvious animation in the game so the chances of it working is pretty low, it's good for pressure because people are usually afraid of getting baited into his CH 6C combos
lxMetalSonicxl Posted October 17, 2010 Posted October 17, 2010 I don't get it. Why do you guys keep talking about wanting 6B being an overhead? It's already a good move.
PhoenonX Posted October 17, 2010 Posted October 17, 2010 I don't get it. Why do you guys keep talking about wanting 6B being an overhead? It's already a good move. They should make Jin's 6B air unblockable, truopinionz.
xlolxlolx Posted October 17, 2010 Posted October 17, 2010 It's hilarious how 5C, 2C, and 6C are all air unblockable now
Yuushiro Posted October 17, 2010 Posted October 17, 2010 jin need a reliable normal as his anti air... right now 5B acts as that but it's not good enough so he needed those buffs
Zeal Posted October 17, 2010 Posted October 17, 2010 jin need a reliable normal as his anti air... right now 5B acts as that but it's not good enough so he needed those buffs Isn't 2A AA better?
Yuushiro Posted October 17, 2010 Posted October 17, 2010 no, the timing is super strict..., also it doesn't work for a lot of stuff.., miss the timing a bit and you eat an overhead from the enemy jump attack
prokiller88 Posted October 17, 2010 Posted October 17, 2010 They could have just reverted the nerfs to his dp. 5C's hitbox its pretty bad to be an anti air so its not reliable as far as I know unless they made the hitbox better.
lxMetalSonicxl Posted October 17, 2010 Posted October 17, 2010 The point of 5C being air unblockable is to stop people from mashing jump back while blocking. I really don't think it's meant to be a true anti-air.
Dragkonias Posted October 17, 2010 Posted October 17, 2010 Some other changes posted by that Eirei guy in the loketest thread. + 6A can't be punished (unless you IB). Will combo into 5C on CH. + 623C has more untech time, unairtechable from a ground hit. Can still combo. + Less proration on forward throw's third hit. - 5C has less range. - 2D is slower. - More proration on back throw. Don't know how I feel about 5C having less range or 2D being slower. Depends on how much they were changed. 623C having more untech time? Does that mean we've got the CT violent ice counter combo back?
shadow2bolt Posted October 17, 2010 Posted October 17, 2010 Well if it still has the same recovery (as well as a smaller 5C hitbox range) I don't think we will be able to do CT combos without the dash still.
smooshman Posted October 17, 2010 Posted October 17, 2010 Some other changes posted by that Eirei guy in the loketest thread. + 6A can't be punished (unless you IB). Will combo into 5C on CH. + 623C has more untech time, unairtechable from a ground hit. Can still combo. + Less proration on forward throw's third hit. - 5C has less range.- 2D is slower. - More proration on back throw. Don't know how I feel about 5C having less range or 2D being slower. Depends on how much they were changed. 623C having more untech time? Does that mean we've got the CT violent ice counter combo back? fuck. oh and safe on block 6A is cool since it now can't do much after.
Kristoph Posted October 17, 2010 Posted October 17, 2010 6A improvement is okay. More often than not, though, my unsuccessful 6As have just been me getting jabbed out, not a block punish. I don't think any of these changes will make too much of a difference.
xlolxlolx Posted October 17, 2010 Posted October 17, 2010 wow.....whats the point of making 5C air unblockable if they fuck the reach on it even more
mAc Chaos Posted October 17, 2010 Posted October 17, 2010 What's a good combo to do off 6A? I actually land it a few times, but all I know how to do is 6A > 214D and then 6C > 214C if I'm in the corner.
Recommended Posts