Ice Cube Posted December 11, 2010 Posted December 11, 2010 is it just me or did they buff j.B's cross-up hitbox (5:43 in http://www.youtube.com/watch?v=ykXTAj7hgz4)
Linear04 Posted December 11, 2010 Posted December 11, 2010 IIRC someone said something about j.b being CT level good again
trini1212 Posted December 11, 2010 Posted December 11, 2010 looks like 3C ice car works jins looking good especial since mosty of the others got nerfed
Partialartist Posted December 11, 2010 Posted December 11, 2010 (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 December 11, 2010 by Partialartist
Moy_X7 Posted December 11, 2010 Posted December 11, 2010 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.
Jourdal Posted December 11, 2010 Posted December 11, 2010 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 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.
koun Posted December 11, 2010 Posted December 11, 2010 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.
Dragkonias Posted December 11, 2010 Posted December 11, 2010 So happy that Jin's jump is faster. And with most of the other changes.
Ryudrake Posted December 12, 2010 Posted December 12, 2010 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?
trini1212 Posted December 12, 2010 Posted December 12, 2010 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
Partialartist Posted December 12, 2010 Posted December 12, 2010 Has the 2C > j.B variant, that was used for Bang, been tried?
xlolxlolx Posted December 12, 2010 Posted December 12, 2010 looks like 6c's new p2 is going to make most combos deal less damage
Moy_X7 Posted December 13, 2010 Posted December 13, 2010 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.
xlolxlolx Posted December 13, 2010 Posted December 13, 2010 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.
xlolxlolx Posted December 13, 2010 Posted December 13, 2010 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
Moy_X7 Posted December 13, 2010 Posted December 13, 2010 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.
shtkn Posted December 13, 2010 Author Posted December 13, 2010 6A > throw on hit existed in CS1 (and i think CT as well).
Moy_X7 Posted December 13, 2010 Posted December 13, 2010 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.
xlolxlolx Posted December 13, 2010 Posted December 13, 2010 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
trini1212 Posted December 14, 2010 Posted December 14, 2010 wait so those 6A sekkeijin work? or not all we get is over head into notting?
Moy_X7 Posted December 14, 2010 Posted December 14, 2010 ^^ No, 6A only cancels into throws on hit, you'll have to RC in order to combo off 6A.
trini1212 Posted December 14, 2010 Posted December 14, 2010 omg "cry" so jins has no way of mixing ppl up with out meter
Yuushiro Posted December 14, 2010 Posted December 14, 2010 stun said to me that 5C has so much better vertical range.. can be used as reliable AA because of that.
Moy_X7 Posted December 14, 2010 Posted December 14, 2010 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.
xlolxlolx Posted December 14, 2010 Posted December 14, 2010 wonder if 2A>5B(2)>sekkajin>dash 5C>2C>sjc>j.B>j.C>j.D>air dash j.D crossup works
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