Moy_X7 Posted April 8, 2011 Posted April 8, 2011 I'm guessing that he means the jump startup buff that he received.
Jourdal Posted April 8, 2011 Posted April 8, 2011 Yeah..you can fucking feel that one frame difference...it makes it so even i can consistently do the Tetsu special lol. @Starryshade doing CT combos IS a big difference :V, the majority of the characters are just combining aspects of CT and CS in CS2. His new gatlings open up some fun new possibilities.
StarryShade Posted April 8, 2011 Posted April 8, 2011 what do you mean by faster? By faster I was reffering to jump and the fact that y'know alot of his combos LOOK and FEEL faster. Like doing 5C CH 6C DC 5C hjc j.2C j.D airdash j.2C j.C dash 5B 5C 3C 214B/C(character dependant) with the j.2C j.C part, I remember having to put some delay between the two in CS, in CS2? nope. Also with his plain basic BnB 5C CH 6C DC 5C 6C DC j.C JC j.2C j.214B all that looks so much faster to come out and it just honestly feels like the combo took less time to do.
Moy_X7 Posted April 8, 2011 Posted April 8, 2011 I remember reading that CSII has less "hit-stun delay", which is evident when you compare videos of CS Makoto and CSII Makoto while she's landing her Drives.
shtkn Posted April 8, 2011 Author Posted April 8, 2011 cs2 hitstun decay is the same as cs1 according to teh mook
Jourdal Posted April 9, 2011 Posted April 9, 2011 I also remember hearing it was less hitsun because the overall game looked (and felt) faster than CS1 if only marginally. And what starryshade said is true...i don't feel the need to delay as much in certain combos...that could be the psp though so who knows.
Moy_X7 Posted April 9, 2011 Posted April 9, 2011 cs2 hitstun decay is the same as cs1 according to teh mook Well that confirms it, CSII Bible > Random Rumors, lol.
T.Kang Posted April 11, 2011 Posted April 11, 2011 Hitstop changes? Faster gravity? After playing it myself, I believe that it's the faster gravity. Jin feels much less floaty than he used to. And PSPs suck, my thumb hurts.
xlolxlolx Posted April 20, 2011 Posted April 20, 2011 mmmmmm dont think this was mentioned before but..... you can astral from 5b>5c>623b>2c>6c>6d in corner, basically anything that will go into 623b>2c>6c>6d
tofu951753 Posted April 20, 2011 Posted April 20, 2011 (edited) bored, so here's a 3.8k midscreen meterless jin combo 6c, 2d, 6b, rapid c x8, 6c, dash 5c, high jump b, c, jump 2c, 214c works on wall with 6d instead of 2d if u start the combo with 2d, u must use 214b as a finisher (pro-ration is funny) if u start combo with 5c (ch or crouching opponent), u also must use 214b as a finisher if done with 5c into rapid c instead of 6b, must use 214b as finisher (does less than 3.8k though ) also, weird wall combo for jin 6c, 623b, 6c, 623c, 5a, 5c, 6c, 6d, 6c, 214c extremely easy to land on jin, extremely hard to land on ragna, hazama, and potentially the whole cast besides tager. is jin's hitbox different when he's in the air? 5B(2) > 5C > sekkajin, 6C (DC) > dash 5C > j.B > j.C > jump > j.C > j.D, 214C 5B(2) > 5C > sekkajin, 6C (DC) > dash 5C (HJC) > j.B > j.C > jump > j.2C > j.D, 214C Edited April 20, 2011 by tofu951753
xlolxlolx Posted April 20, 2011 Posted April 20, 2011 and no, majority of them don't involve CHs midscreen: 6C>DC>5C*>6C>2D>6C>DC>5C>6C>DC>j.C>JC>j.2C>j.214C = 4086 dmg 36 meter approaching corner: 6C>DC>5C*>6C>2D>6C>DC>5C>6C>623C>5A>5C>2C>623C = 4333 dmg 41 meter *if your 6C hit from a distance you'll need to do dash 5C use hj.C instead of hj.B for CH/on crouch 5C and 2D you should be going for 5B followup instead of 5A if you get a 6C starter for dp loop for a meterless 5k+ 5B(2)>5C>sekka combos should always end with a ground 214C for meter gain and better knockdown
eQualz Posted April 20, 2011 Posted April 20, 2011 I didn't see this Tetsu combo yet, mid screen: CH 5C > 6C DC > 5C > 6C DC > sJC > j.C > j.D > AD > j.2C > j.C > 5B > 5C > 3C = 3.3k damage add 623B > 214C in corner for 3.6k damage I only tested this on Ragna, maybe you can add 214C at the end of the mid-screen combo for others. Always learning one thing or two when watching this guy. I didn't see this combo from anyone else, then again I haven't been up to date lately.
tofu951753 Posted April 21, 2011 Posted April 21, 2011 (edited) and no, majority of them don't involve CHs midscreen: 6C>DC>5C*>6C>2D>6C>DC>5C>6C>DC>j.C>JC>j.2C>j.214C = 4086 dmg 36 meter approaching corner: 6C>DC>5C*>6C>2D>6C>DC>5C>6C>623C>5A>5C>2C>623C = 4333 dmg 41 meter *if your 6C hit from a distance you'll need to do dash 5C oh, only assumed they were ch since the first post listed ch in all of them. we should update the first post "midscreen: 6C>DC>5C*>6C>2D>6C>DC>5C>6C>DC>j.C>JC>j.2C>j.214C" but this combo seems so hard to do in a real match 6c > 5c > 6c > 2d doesn't always work imo if u hit them with the wrong part of 6c use hj.C instead of hj.B for CH/on crouch 5C and 2D you should be going for 5B followup instead of 5A if you get a 6C starter for dp loop for a meterless 5k+ 5B(2)>5C>sekka combos should always end with a ground 214C for meter gain and better knockdown wait, the 5a followup is for the wall right? or what do u mean? sorry, i'm kinda new to jin I didn't see this Tetsu combo yet, mid screen: CH 5C > 6C DC > 5C > 6C DC > sJC > j.C > j.D > AD > j.2C > j.C > 5B > 5C > 3C = 3.3k damage add 623B > 214C in corner for 3.6k damage I only tested this on Ragna, maybe you can add 214C at the end of the mid-screen combo for others. Always learning one thing or two when watching this guy. I didn't see this combo from anyone else, then again I haven't been up to date lately. last part is his tetsu special AD > j.2C > j.C > 5B > 2B > 5C > 3C pretty sure u can add a 2b in that as for the ice cars, c will only work if ur really close to the guy when u drop kick them. b should always work unless the hit count is too high Edited April 21, 2011 by tofu951753
vanfleihight Posted April 21, 2011 Posted April 21, 2011 From the recent Kaqn v. Tetsu set The greatest crossover gimmick ever. B+C > rapid > jump over > jB+C whiff > sekkajin > continue combo of choice Video reference: http://www.youtube.com/watch?v=8W2sl7YgL08&feature=feedu_more#t=14m03s It blue beats in this but I just tried it and it does indeed red beat. Timing is somewhat tight. Grab whiff just helps you buffer sekkajin so you don't hit with jC on your way down.
xlolxlolx Posted April 21, 2011 Posted April 21, 2011 lol it's really easy if you've played cs1 jin since we always needed to delay our 5C's after a 6C>DC, works for CH/on crouch 5C also except slightly modified because of combo count/untechable time difference you should read all the posts in this thread since everyone's posted alot of good stuff and it should help clarify stuff that you don't understand and 5B>5C>2C>214B ender should hit everyone, though the knockdown is really weak, you get a great meter gain
Moy_X7 Posted April 21, 2011 Posted April 21, 2011 From the recent Kaqn v. Tetsu set The greatest crossover gimmick ever. B+C > rapid > jump over > jB+C whiff > sekkajin > continue combo of choice Or he could have just done 4B+C. Yeah it looked flashy but I don't agree with spending 50 meter for a chance to trade spots. Now those Stuff > (dashing) 6C > 2D > (run under) 6C > 214C is where it's at.
StarryShade Posted April 21, 2011 Posted April 21, 2011 Or he could have just done 4B+C. Yeah it looked flashy but I don't agree with spending 50 meter for a chance to trade spots. Now those Stuff > (dashing) 6C > 2D > (run under) 6C > 214C is where it's at. Positioning=opponent losing and you winning. All CS2 about is keeping your opponent in the corner at any cost and any means possible.
Moy_X7 Posted April 21, 2011 Posted April 21, 2011 Like I said, he could have traded spots and saved himself some meter by just doing 4B+C. I guess he didn't expect that B+C to land and just reacted accordingly.
xlolxlolx Posted April 22, 2011 Posted April 22, 2011 well judging by the distance, he could've done 6c combo from the rc and end in the opposite corner =/ this might just be me, but i think he's slacking off with his hit confirming lately
Jourdal Posted April 22, 2011 Posted April 22, 2011 (edited) Its probably the latter, didn't expect the grab and improvised....it's the tetsu way. I don't think this belongs in the tutorial thread but.. CH 623A>6C>623B>6C>623C>5A>5C>623D>5C>hiyoku = 3.9k, novelty combo, always wanted to connect all of jins DP's in one combo this might just be me, but i think he's slacking off with his hit confirming lately I feel the same, you compare him against Akira, or Hima or w/e and then compare it to this set...he's off his game a bit. Since i stalked his nesica profile, his PSR dropped quickly from 263 to the 230's as you saw in that set, but lately he's picked it back up at least. Edited April 22, 2011 by Jourdal
xlolxlolx Posted April 22, 2011 Posted April 22, 2011 i think it's about time for one of my retarded meter gain fatal combos midscreen/corner onry: FC 2C>6C>DC>5C>6C>DC>623B>dash 6C>623C>5B>5C>6C>623C>5A>5C>2C>JC>j.D>5C>3C>214C = 5122 dmg 68 meter
DJ_Blactricity Posted April 25, 2011 Posted April 25, 2011 (edited) Hello I found a way to make rising j.2C hit as an instant overhead. Here's 2 situations where it will occur(there are others just using basic examples) 1 crouching opponent 5B>5C>6C>6D>dash 6D>5B>JC>j.2C 2 crouching opponent 2A>5B>5C>6C>6D>dash 6D>5B>5C>JC>j.2C in both situations rising j.2C catches the opponent as they return to a crouching state, but it seems to be affected by hitstun. In the 2nd situation doing 5B>j.2C will cause j.2C to whiff but it works when you do 5B>5C>j.2C(this combos in the 1st situation) instead. If j.2C hits you can j.2C>RC>j.2C etc. Works on everyone except arakune, bang, litchi, tao, and platinum Edit: If the j.2C is blocked it gives you another opportunity to mixup the opponent by doing RC j.2C. You can: 1 RC j.2C land 2B for a low 2 RC j.2C>JC>j.B for a fuzzy guard You must do the RC j.2C low to the ground or else the j.B will whiff in the fuzzy guard setup and you will be punished Fuzzy guard setup tested on Ragna needs further testing Edited April 26, 2011 by DJ_Blactricity
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