Jourdal Posted March 30, 2011 Posted March 30, 2011 I've only really been able to pull it off on Hazama and Tager...i can see why you don't see it often and everyone goes for the 5A pickup...
xlolxlolx Posted March 30, 2011 Posted March 30, 2011 yeah...but 5a pickup can still lead into 214c for epic meter gain at least
danteMdie Posted April 1, 2011 Posted April 1, 2011 I picked up the psp version yesterday and i'm already getting used to jin's new combos. Have 1 question though... I'm using this corner combo: 6C, 623B, 6C, 623C, 5A, 5C, 2C, j 5D, st 66, 5B, 2B, 5C, 3C. Does anyone know anything that works better with this?
kirk Posted April 2, 2011 Posted April 2, 2011 6C>623B>6C>623C>5A>5C>2C>sj.D>5B>3C>623B>214C = 4353 dmg 41 meter gain 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>623C = 5098 dmg 43 meter gain 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>632146D>6C>632146D>5C>6C>623C = 7052 dmg CH 6C>DC>6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>632146D>6C>632146D>6C>623C = 7245 dmg Some variations, does more dmg/more meter than above 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>jD>5B>5C>3C>632146D>632146D>6C>623C 7281dmg. earns 48 meter before super 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>jD>5B>5C>3C>214C 5369dmg 61 meter ^yeah was gonna post that first combo after i found that j.d will still connect, best variation: 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>2C>j.D>5B>2B>5C>3C>632146D>5C>6C>632146>5C>6C>623C 7380 dmg this.
danteMdie Posted April 2, 2011 Posted April 2, 2011 Thnks! I was missing the "5B>5C>6C>623C" part before landing the 2nd 6C
Jourdal Posted April 5, 2011 Posted April 5, 2011 Just listen for that click D: And i didnt want to derail tut thread, but kaqns latest upload confirms ishida is actually indeed dennou.
kirk Posted April 5, 2011 Posted April 5, 2011 Well it might be a problem with 623B timing. 5B should only pickup if 623C hits at near its highest possible range.
Jourdal Posted April 5, 2011 Posted April 5, 2011 Yeah generally the tip of their feet...you can gauge how high they are based on their float relative to the health bar...if its too low i 5A since 5B will miss.
drzero7 Posted April 27, 2011 Posted April 27, 2011 I always go for 5A for the DP loop. (yeah, I'm a noob. lol) Anyway, question about Jin's combo. Corner 5B[2]C, Sekkajin[8], 6C, 623B, 6C, 623C, 5AC, 632146C, 632146C, Okay, so after 1 or 2 of the DD after the DP loop in corner, what's the best way to finish it so the foe will still be in corner and I still have the advantage? I usually just end it with 623C but that seems boring.
drzero7 Posted April 27, 2011 Posted April 27, 2011 6C>623B>6C>623C>5B>5C>6C>623C>5A>5C>632146D>6C>632 146D>5C>6C>623C = 7052 dmg I guess I got my own question answered. 5C6C, 623C ender huh. So it would be something like? corner 5B[2]C, Sekkajin[8], 6C, 623B, 6C, 623C, 5AC, 632146C, 6C, 632146C, 5C, 6C, 623C? But in reality, can 6C even be hit on corner. That move is so slow that outside of combos, people will surely block it. IMO, 623B, although risky, is more reliable since it's a DP. And for corner grab. corner Grab, 6C, 623B, 6C, 623C, 5A, 5C,2C, 623C is the best combo right? (If I don't add in Supers that is.)
xlolxlolx Posted April 27, 2011 Posted April 27, 2011 well, i'm assuming you're not familiar with what jin can do to attempt to land 6Cs in/near corner, and it wasn't meant for practicality but to see how much damage he can get in cs2 few ways to attempt it: blockstring>2C>delay 6C <-frame trap knockdown>backdash>6C <-jump baiting air combo>j.D>j.236D>land 6C <-reset
drzero7 Posted April 29, 2011 Posted April 29, 2011 few ways to attempt it: blockstring>2C>delay 6C <-frame trap knockdown>backdash>6C <-jump baiting air combo>j.D>j.236D>land 6C <-reset Ah, definately didn't know the frame trap of that. (Of 2C to 6C frametrap, or knockdown to backdash 6C, known about j236D to 6C reset, but I usually only use j236D on corner for combo extensions.) Is that a new CS2 frame trap? Definately will test it out. If I CAN land a 6C in corner, SWEETNESS. That's like at least 4K or something with no meter or CH on corner. And speaking of frame traps, does the 5C, 2D frame traps works in CS2 as well? Testing it out and it feels like his 2D comes out a bit slower or something. (Either that, or one of the two moves gained more block recovery stun.) And in general, what makes Jin "so good" that alot of pros are considering Jin top tier material compared to CS1. I mean, yes, he does more damage now because of his DP loop in corner, (But still isn't as high compared to other chars IMO.) j.D have increased "frozen state frame" that on certain combos, you can literally continue the combo after you froze them on mid-air and still continue on the ground without corner or meter use, (I find his new SJC air combo into jD, into land, and dash 5B, 3C, Ice Car is awesome!) his Ice Car in general are alot better, (214B knockdown is back! and ALOT faster execution so a simple 5BC 214B doesn't miss alot.) 5D is useful again. (But I feel his 2D is slower now, i.e. more activation frame, it can be my imagination.) But I really don't feel like he got broken set-ups or great mix-up/cross-up or even high priority moves that beats alot of stuff or something. (In fact, his DP loses out to alot of other DPs IMO, and I also think his 623B misses ALOT against croucher now, which BTW is the main DP type I depend on with Jin.) The only new mix-up he gained that I know of was 5B > 6A for overhead and 2C > 5C for a possible Fatal Counter set-up. 2D P1/P2 from 70/92 > 80/80 Yeah, no idea what that means about 2D. But it's sad to read that 5C lost it's range. (My main zoning tool?!) But I guess I can now a bit more on 5D compared to CS1 now since it activates alot faster it seems. (Although according the frame data, alot more block recovery frames.)
xlolxlolx Posted April 29, 2011 Posted April 29, 2011 well people consider him high tier in cs2 because he gained alot of options, especially now that he has a real mixup game instead of running purely on gimmicks, his midscreen damage greatly exceeds 2.5k now and his meter gain from them is about 1.5x greater if you end with 214B/C, 2D should be the same, 5C>2D on block isnt really a frame trap anyways, both fubuki's had the lower part of their hitboxes completely removed, so it shouldnt be hitting crouches except for tager and maybe hakumen, he does have good crossup options but that usually means youll be giving up carrying to the corner in exchange for an extra 2-3k damage depending on what you do, 5C's "new hitbox" isn't really that big of a deal, well at least not when you compare CT to CS1, but it's actually better now because it has vertical reach again, 2C>5C is for hit confirming a fatal, not a setup, 5B>2C would be a setup, though the chances of you getting it to hit is extremely low since people know jin's blockstrings are still pretty predictable.
Moy_X7 Posted April 29, 2011 Posted April 29, 2011 2C>5C is for hit confirming a fatal, not a setup It might not be a setup but it sure makes attempting to frame trap somebody with 2C a lot safer now. By the way, are you at a frame advantage or a disadvantage off a successful 6A? I'd like to at least be able to reset pressure off a successful 6A since we can't do shit without meter or a CH.
drzero7 Posted April 29, 2011 Posted April 29, 2011 2D should be the same, 5C>2D on block isnt really a frame trap anyways Really? In CS1, I used that gimmick on players and I can usually loop it about twice before I have to do something else. And so they DID get rid of some hitbox on Jin's DP, that explains why I miss it so much on crouchers. (I guess when it "hit them" they pushed a button instead of just crouching.) Again, thanks for more info about the new Jin. I do feel that this Jin is better then CS1 Jin who purely depended on corner IMO. Still annoyed that do to Sekkajin combo, that 5B have to hit pretty close to the foe, or else, just end it with regular Ice Car unless you have meter. Not sure myself if you do get any + frame advantage on 6A on hit. (Is 6A safe on block? I think it is according to my experience.)
Moy_X7 Posted April 29, 2011 Posted April 29, 2011 Not sure myself if you do get any + frame advantage on 6A on hit. (Is 6A safe on block? I think it is according to my experience.) It's -4 on block but I don't know what the deal is on hit.
shtkn Posted April 29, 2011 Author Posted April 29, 2011 6A has 3F active, 20F recovery, 26F hitstun on ground hit. so that would mean 3 -1 + 20 = 22 frames of recover for jin. so it would be +4 on hit also semi-intersting, when you counter hit an enemy, hit stop is increased ONLY for the defender. This is the reason why a counter hit 6A can combo into 5C even though a counter hit 6A would only add 5 more frames of hitstun and 5C has 10 frames of startup. This is also the reason why back in CT 5D could combo into 6C since the extra hitstop gives you enough time to do it.
Moy_X7 Posted April 29, 2011 Posted April 29, 2011 +4 on hit, huh? I can work with that. That is kinda interesting, so that only applies to CHs?
shtkn Posted April 29, 2011 Author Posted April 29, 2011 look at the level table http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html#attackLevel notice the row hitstop (counter hit), that's what i'm talking about.
xDaRkNeSsx JiN Posted May 10, 2011 Posted May 10, 2011 So does anyone have any tips on 5B pickup on the DP combo. ive just about wrecked my buttons trying to get it to land lol
Jourdal Posted May 10, 2011 Posted May 10, 2011 Ummm check the tut thread, xlolxlolx posted a tutorial that i think is extremely helpful.
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