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Posted (edited)
I wonder why gaga ends his air combo with 3 ice...

and always try to reset with 6C in the corner.., and most times it hits them... I wonder why

Well, the Tager was mashing. The Makoto probably just hadn't seen that reset setup. I was talking about it, a while back, but switched to ending with a high j.D and trying to reset with 5B. Less heat cost and the ability to continue pressure vs. higher damage and favorable trades. Either way, air freeze oki is looking pretty good, with the added air unblockables.

Edit: Oki's probably the wrong word for it.

Edited by Partialartist
Posted
In a video I saw of cs2 jin's 5B was air unblockable (air fd only)! That's pretty important, I thought it was his 5C that was air unblockable.

Yes sir, I'm pleased to know that his 5B received air unblockable properties. On the other hand, 6D no longer having the ability to remove primers really sucks.

Posted
Yes sir, I'm pleased to know that his 5B received air unblockable properties. On the other hand, 6D no longer having the ability to remove primers really sucks.

Yeah but it could destroy characters with little primers...we cant have EVERYTHING :kitty:

IIRC someone said something about j.b being CT level good again

Stunedge said its more because his jump got faster, but it could be that again.

Posted

Stunedge was jins throw damage reduced because in the CS2 vids his back throw did 700 damage?

His back throw did look like it had a longer freeze time.

623D did 1209 dmg CS1 but in the CS2 vids it did 1428 dmg.

Posted
If j.B is CT good again does that mean we can do the 5C>j.B>j.2C> vortex again? Also is 6A being used a lot now?

its not as good as ct that combo only works on tager in cs

Posted

I think 2A's proration has changed, it is now possible to do 2A > 5B > Sekka-Jin > 6C > 2D > (dashing) 6B > (dashing) 5B > 2B > 5C > 3C. 6C whiffs after Sekka-Jin in CS1.

6A being air unblockable is lulz, my previous comment that shat all over 6A is now revoked. 5B > 6A gatling, primer removing and air unblockable properties, as well as presumed frame advantage make 6A a move that shouldn't be taken all that lightly.

Posted

big list

Jin stuff

5B starter

5B(2)>5C>sekkajin>6C>2D>6C>214C 2780

5B(2)>5C>sekkajin>5C>6C>dc>JC>J2C>JD>6C>214C 3054

Corner

5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>J2C>214C 3224

5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>JC>jc>J2C>214C 33 33

5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>J2C>J214D>6C>214C  3584

Tager only

5B(2)>5C>jc>JB>J2C>JC>5C>jc>JB>J2C>JD>5B(1)>3C>214 C  2887

Crouching only

5B(2)>5C>6C>dc>5C>hjc>J2C>JD>Air Dash>J2C>JC>5B(2)>2B>5C>3C 3009

623D

623D>632146C 3082(On Valkenhayn)

623D>6C>6D>5C>hjc>JC>J2C>jc>J2C>J214D>6C>214C 3753

623D>6C>623B>6C>dc>JC>jc>J2C>J214D>6C>214C 4227

623D>6C>623B>6C>dc>623D>6C>6D>5C>hjc>J2C>214C 4529

2D starter

2D>6B>sekkajin>6C>214C 2388 28% meter gain

2D>6C>5C>6C>dc>JC>jc>J2C>214C 2690 25% meter gain

2D>6B>sekkajin>6C>dc>5C>hjc>J2C>J214D>6C>214C 3021

2D>6C>5C>6C>dc>JC>jc>J2C>J214D>6C>214C 3094

Ground throw

4or6BC>(4BC needs a small dash)>6C>dc>5C>6C>dc>JC>jc>J2C>214C 2229

Air throw

BC>6C>dc>5C>6C>dc>JCjc>J2C>J214D>6C>214C 3449

6C

6C(ch)>dc>6C>2D>6B>sekkajin>6C>214C 3738

6C(ch)>dc>6C>2D>6B>sekkajin>6C>dc>5C>hjc>J2C>J214D >6C>214C  4378

6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>214C 4046

6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>J214D>6C>214 C 4457

6D starter

6D>6B>sekkajin>6C>dc>5C>6C>dc>JC>jc>J2C>214C 3517

6D>623B>6C>6D>623D>6C>6D>5C>hjc>J2C>214C 3964

2D p1/p2 70/92⇒ 80/80

J2C p1/p2 100/85⇒ 90/85

JD  p1/p2 80/80⇒100/80

6A  p1/p2 80/89⇒ 70/92

6D  p1/p2 100/92⇒100/80

throw damage 1680⇒700 p1/p2 100/35⇒ 90/55

※back throw has the same proration

623C damage 1000⇒1300

J236D p1/p2 85/90⇒ 90/90

623D   p1/p2 100/92⇒ 90/92

236236D p1/p2 100/90、40⇒100/100、60

632146D damage 800+150*22+1000(guaranteed 1020)⇒800+150*22+780(guaranteed 976)

      p1/p2 100/97⇒ 88/97

6BC>5C>214B

6BC>2D>5A>5C>214B

6BC>2D>5A>5C>5D>D無双>6C>214C

Sekkajin combo(when going from midscreen to corner)

5B>5C>sekkajin>6C>dc>small dash>5C>6C>6D〜

2C(FC)→C→6C→2D→6B→C→2C→6C(dc)→C(jc)→JC(jc)→J2C→214 B

You can do J214D→6C→214C at the end instead.

Meterless should be approximately 3800, 25% meter is about 4000 I think.

Posted

didn't see this on shtkn's post so....

B吹雪の受身不能時間大幅増加、地上ヒットならばダウンするほど長くなった、立Cや屈Dで拾うことも出来るように

623B 's untechable time greatly increased, ground hit would be until they're knocked down, can follow up with 5C and 2D

B吹雪の下方向の攻撃判定消去、各キャラのしゃがみに当たらないように

623B's low hitbox removed, won't hit any crouching characters.

6Aヒット>紫投げは可

6A hit>purple throw; for lulz i guess

Posted

623B untechable time - nice, I can foresee combos that carry to the corner, something like 5B > 5C > DP B > (dashing) 5C > 6C > Corner Stuff. DP B > 2D will be a nice change of pace but I wonder if you have to dash before 2D or if you go straight into 2D.

623B no longer hits crouchers - combos on crouchers that used to go into DP B in the corner are going to lose a bit of damage, other than that, it's not that bad since 6A can't be special canceled on hit.

6A > Throw - some people might be mashing or sleeping on you, why not? I guess it would be better to go for a tick throw or further pressure, can't really comment too much on that without knowing how much frame advantage (if any) you get after landing 6A.

Posted

Lol, not like anyone would go for it since 6A on hit leads to some nice combos (CS1 and CT?), that's one thing that has eluded me all this time XD.

Posted

i think he listed it because you cant special cancel 6a so might as well try to get a throw off it

i think 623B>2D will be kinda hard to space out correctly and not sure if its even possible in midscreen

Posted

Oh yeah, 5A (AA) > 5C > 2C > sJC > j.C > j.D > Air Dash > j.236D and DP C(CH) > (dashing)5B > 5C > 2C > sJC > j.C > j.D > Air Dash > j.236D cross-ups here I come. It should work wonders with 5C's increase in vertical range. I have to thank Gaga for that mix-up, way to turn low damage into 2.7K.

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