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Posted

lol no that shouldnt matter cuz remember that youre doing a dc after 5d connects which is fixed at....22 frames iirc and ch adds to freeze time so you should have enough time to connect 5b if you can reach them

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Posted

Hah! I knew that 6A being +/0 on block was too good to be true. So it really is -4, not punishable without IB'ing but it does end your pressure if it gets blocked. j.D now has a P1 of 100, huh? j.D cross-ups/resets are going to hurt a bit more in the future. 5D now has a startup of 17 frames but at the heavy cost of having a P1 of 80, recovery time increased to 25, and being -14 on block.

Posted (edited)

Yup, please don't forget that IB now +3 on the ground and +6 in the air.

also it's really hard to follow up with 5D without meter or non corner situation.

also ice-cars have faster startups.

Edited by Yuushiro
Posted

also 10 frames longer freeze time for each throw except for airthrow. I am not sure why it's not highlighted before.

Posted

I was aware of the grounded IB nerf from 5 frames to 3 frames but I didn't know that the air IB nerf was from 10 frames to 6 frames. The startup speed change in Ice Car A doesn't save it from being an almost useless move lol. As for 5D, you probably won't get anything out of it without landing a CH outside of the corner, unless you use Ice Car D. Meh, we'll see if the quick startup makes up for the nerfs it received.

Posted

Might be a bit old, But here are some combos I listed from some of tetsu's matches sometime ago

Midscreen:

5B>5C> Sekkajin> 6C > dash > 5C > j.2C> j.C>j.D> land > 6C> 214C 44 meter ~ 3078dmg

2B>5B>Sekkajin>j.C>j.2C>j.D>665B>3C>214C 39meter ~ 2207dmg

2A>5B>5C>Sekkajin>j.C>j.2c>j.D>665b>5c>3c>214c 42meter~2150dmg

2A(AA)>5C>hj.2C,j.D> airdash> j.2C>j.C >land > 665B>5C>3C>214C 35~36 meter ~ 2067dmg

5C(CH)>2D>6B>Sekkajin>6C>214C 32meter ~ 2748dmg

623C(CH)> 665C>6C>j.C>j.D>665B>2B>5C>3C>214C 40meter ~2708dmg

j.2C> 665C> sekkajin>6C>623B>6C>6D>IAD j.2C>j.C>5B>5C>3C>214C 52meter ~3590dmg

-crouching

5B>5C>6C>dash>5C>623B>6C>623C>5A>5C>2C>623C 37meter ~3515dmg

50meter:

6A>RC> 5C>6C>623B>6C>623C>5B>5C>j.C>j.D>5B>3C>214C 3464dmg

Near Corner:

j.B>5B>5C>sekkajin>6C>623B>6C>6D>IAD>j.2C>j.C>5B>3C>214C 53meter ~3448dmg

50meter:

6A>RC> 5C>6C> 5C> hj.2C>j.D>airdash>5B>3C>623B>214C 30meter~ 2855dmg

Corner:

Throw > 6C>623B>6C>623C>5A>5C>2C>623C 32meter ~ 2616dmg

25meter:

623D>6C>623B>6C>623C>5A>5C>2C>6C>623C ~ 4270dmg

50meter:

Throw > RC> 6C>623B>6C>623C>5B>5C>hj.2C>j.D>airdash>j.2C>j.C>5B>5C>3C>214C 42meter ~ 4292dmg

Posted (edited)

http://www.dustloop.com/forums/showthread.php?10730-CS2-Jin-Changes-New-Combos&p=972992&viewfull=1#post972992

frame changes posted. Note that this does not include gatling changes yet. Throw ranges used different units, so i omitted that info.

Notable new things:

- Yukikaze prorates better. Maybe yukikaze RC combos are worth it now?

- air B and C ice cars have 3F faster startup so ending combos with them should be less restrictive

- no repeat prorate on 623D, but general proration is worse . Is that a typo? I thought the japanese reported that it had repeat prorate

- j.C and j.D have landing recovery

- 5D, 6C dash cancel window larger. easier to hit confirm

- When a frozen opponent breaks free from the ice they do not have any throw protection. The instant they get unfrozen, they can be green thrown.

(was this true in CS1? I don't think it was)

Edited by shtkn
removed wrong info on yukikaze (does not work vs lows)
Posted (edited)
j.C and j.D have 4 and 5 landing recovery frames respectively... shit sucks.

we got nascars and ice oki that gives some of the best in the game, since you can now throw too.

I can live with it.

I think the lowered meter gain think is gonna hurt though.

btw, does anyone else think it's funny how that applies to astrals?

Edited by smooshman
Posted

Jin still does good meterless damage, the japanese jins pretty much save their meter for a 6A combo, but adding an ex attack seems really rewarding.

Posted
btw, does anyone else think it's funny how that applies to astrals?

What's even more funny is that Jin can't even use his Astral Heat outside out of a corner 6D combo... wait, that's not funny at all :blue:

The recovery nerf is going to hurt j.D cross-ups the most, it's going to be more difficult to hit people with 6C if you're not inches away from the ground when you land j.D. Meh, I guess we're going to have to dig for alternative combos using dashing 5B/5C and Sekkajin.

Posted

I'm a bit worried about the j.C having 4F landing recovery part. What does it mean for IAD > j.2C > j.C > dash 5B combos?

Posted

it doens't seem to affect the japanese players much when they do that combo.

Posted

Woot, looks like I found an alternative mid-screen BnB that I'll use in CSII, thanks to Ren:

5B > 5C > Sekkajin > (dashing) 5C > 6C > 2D > (dashing) 6B > (dashing) 5B > 5C > 3C > 214B (3042 damage)

A slight variation of one of the standard CS mid-screen BnBs.

Posted

finally added the gatling changes.

nothing too special, i'll just list them here too

2B > 5B added can only do once per string

2C > 5C added can only do once per string

5C > 2C added can only do once per string

2nd hit of 5B can cancel into throw

j.C > j.2C can only be done once per string

j.2C > j.C can only be done once per string

Posted

err, about that JC, JD landing recovery time thing

i feel exactly same as CS1 though

at least, everything u can do with these 2 moves in CS1 work fine in CS2

Posted

hmm so the psp version came out early and i messed around a bit, stuff i found:

fubuki-rehhyou corner combos basically replaces everything from cs1

5b>5c>sekkajin>dash 5c>6c>dc>j.c>j.2c>j.d>dash 5b>5c>3c>214c = 3094 dmg 47 meter gain <- probably the best possible, use 6c>214c after j.d for ragna

2nd hit of 214c will combo from the 1st hit on standing/crouching chars now

214b fixed at ~12 meter gain, 214c fixed at ~13 meter gain, applies air versions too

Posted

I guess this belongs in discussion....i found doing the 5A almost immediately after the first Rehyou netted me the best results for doing the DP loops consistently. 5B pickup is a bitch though :v:

Posted

proly its better to do this in discussion, since somebody already posted here, just gonna write a simple reply to it

>OTG sekka combo

combos I recommend are

B>C>sekka>dash6C>C>J2C>JC>JD>B>2B>C>3C>214C or replace second 5B~ with 6C>214C

B>C>sekka>dash6C>dashJB>J2C>JD>~ same thing

used when proration is not enough for the first one

3C>214C does not work against Ragna, Makoto, Litchi, Lambda and Noel so do 6C>214C to get back meter

> meter gain

air 214C only gets back about 6% if i remember it right

ground 214C is gdlike

> DP loop

to practice B pick up, start with Hazama

Posted

Still having trouble with B pickup...can't find a timing i'm comfortable with. Any tips for A pickup? its coming out 70% of the time but that's not good enough.

Posted

b pickup is strange, you need to do something like 6C>delay 623B so they get hit up slightly higher then you have to listen to the click when he performs noutou after 623C

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