DJ_Blactricity Posted April 25, 2011 Posted April 25, 2011 oh man, a working FG? ill need to try it later Technically its not a FG but jin does have one. With a low j.2C>JC>j.2C easiest way to set it up is after a C DP knockdown just jump and late j.2C>JC>j.2C the j.2C can catch rolls and people who don't tech if timed correctly
xlolxlolx Posted April 26, 2011 Posted April 26, 2011 (edited) hmmm interesting....it basically works for anything that ends with a grounded 5B>5C at the end of it Edit: after some testing, this seems this work best after a longer combo to ensure that 5C>JC>j.2C will not combo and it works from dp loops Edited April 26, 2011 by xlolxlolx
Lucien Posted April 26, 2011 Posted April 26, 2011 Holy shit, Fuzzy guard set ups?? [Hype] xN Gonna try these out ASAP
Moy_X7 Posted April 26, 2011 Posted April 26, 2011 So the change on j.2C's lower hit-box is really that significant. Just a couple more weeks now XD
DJ_Blactricity Posted April 26, 2011 Posted April 26, 2011 (edited) The fuzzy guard setup in my first post works on everyone except arakune, bang, litchi, tao, and platinum. You must do j.B>JC>j.2C on rachel (can continue combo with j.D). Other Fuzzy guard setups: 1 blocked 214C>RC slightly delayed j.2C 2 do a combo in which 5B>5C>JC>j.2C will combo into RC j.2C Must hit j.2C low to the ground. These setups work on everyone except arakune, bang, and platinum Edited May 9, 2011 by DJ_Blactricity
xlolxlolx Posted April 26, 2011 Posted April 26, 2011 mmm if it's blocked and you don't have meter you can keep them in corner with any air ice sword(preferably A ver) and then air dash in or JC but there is also the alternative of doing a falling j.C too, but it's alot riskier imo
DJ_Blactricity Posted April 26, 2011 Posted April 26, 2011 mmm if it's blocked and you don't have meter you can keep them in corner with any air ice sword(preferably A ver) and then air dash in or JC but there is also the alternative of doing a falling j.C too, but it's alot riskier imo All of these setups work outside of the corner
xlolxlolx Posted April 27, 2011 Posted April 27, 2011 yes, but i'm just posting options to keep them in the corner if you can get them there, and many of jin's midscreen 5b starter combos do carry over to corner.
Jourdal Posted April 28, 2011 Posted April 28, 2011 (edited) Idk if this was posted but the inputs for the midscreen RC D DP combo 623D>RC>Dash>6C>5C>6C>66 623D>6C>623B>6C>66>5C>2C>623C = 4.5 k or so http://www.youtube.com/watch?v=WpAg9AdSEDc&feature=related#t=11m8s An easier double DP loop..for those who have trouble with 5B pickup, just have to delay a bit during the second wave http://www.youtube.com/watch?v=H8wAlL5UIFo#t=9m31s 6C>623B>6C>623C>5A>5C>2C>6C>623C>5A>5C>2C>623C = 4858 Edited May 25, 2011 by Jourdal
Jourdal Posted May 8, 2011 Posted May 8, 2011 hmm, not sure how practical this combo is but i use it often : Can be started from midscreen, ends up in the corner of course CH 6C>66>6C>jC>j2C>jD>(land)>5C>623B>6C>623C = 3926, 32 meter gain
kirk Posted May 8, 2011 Posted May 8, 2011 I use CH 6C>66>6C> 66> 5C>hj2C>jD>66>j2C>jC>5B>5C>3C>623B>214C ~ 4046dmg 46meter
Jourdal Posted May 8, 2011 Posted May 8, 2011 Or that lol....im not very good at that version of the HJ2C>JC combo so i don't use it often.
xlolxlolx Posted May 9, 2011 Posted May 9, 2011 (edited) uhhh heres what i go for CH 6C>DC>dash 6C>DC>dash 5C>6C>2D>dash 6C>DC>5C>6C>DC>j.C>dj.2C>j.214C = 4429 dmg 39 meter, don't try and side swap the second 6C>DC>5C>6C because you'd just end up midscreen, far midscreen/corner to corner CH 6C>DC>dash 6C>DC>dash 5C>6C>DC>hj.C>j.D>air dash>j.2C>j.C>dash 5B>5C>3C>623B>214C = 4353 dmg 50 meter, the 6C>hj.C can be a little tricky, midscreen to corner CH 6C>DC>6C>DC>dash 5C>6C>623C>5B>5C>2C>JC>j.D>5B>5C>3C>623B>214C = 4836 dmg 55 meter, approximately from P2 starting position Edited May 9, 2011 by xlolxlolx
vanfleihight Posted May 9, 2011 Posted May 9, 2011 Anybody know how to 5C > 6C sideswap consistently on an airborne opponent? Jin always ends up jumping facing backwards after the 6C dash cancel.
T.Kang Posted May 9, 2011 Posted May 9, 2011 Anybody know how to 5C > 6C sideswap consistently on an airborne opponent? Jin always ends up jumping facing backwards after the 6C dash cancel. I'm not sure that I get your question. What you're saying is that you have trouble knowing when that 6C sideswap/crossup happens and confirming which way to go? You usually have to 5C > 6C > DC > Dash again (just a little) > 5C > 6C > DC the side that you were facing regardless of where Jin's facing, he'll be DC'ing towards your opponent.
vanfleihight Posted May 10, 2011 Posted May 10, 2011 I'm not sure that I get your question. What you're saying is that you have trouble knowing when that 6C sideswap/crossup happens and confirming which way to go? You usually have to 5C > 6C > DC > Dash again (just a little) > 5C > 6C > DC the side that you were facing regardless of where Jin's facing, he'll be DC'ing towards your opponent. Yeah I know that, but after the sideswap > dash cancel, you jump to do the next attack and a lot of times he faces backwards and prevents j.C from hitting. I'm wondering if there's a way to make him face forward consistently or if I just have to use another attack altogether.
xlolxlolx Posted May 11, 2011 Posted May 11, 2011 the problem is 5C will push them back too much and bb's system is kinda dumb and still thinks that they're in front of you, so it's best to just do 5C>6C>DC>5C>6C>delay 2D>6C>DC>5C>hj.C>j.2C>dj.2C>j.214B imo since it carries across like 60% of the map, but you can always just do 5C>6C>2D>side swap stuff
eQualz Posted May 12, 2011 Posted May 12, 2011 (edited) I played around a little, now that US CS2 is soon to be released(or did it already?). Anyway I found this by accident. It's nowhere near practical and it will never happen in a match. Near corner: CH 6C > DP D(2nd hit) > 6C > DP B > 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5C > Hiyoku > 5C > Hiyoku > 6C > DP C = 7640 damage I'm not sure if I threw in a 5C inbetween the supers. The tricky part there is to be out of range of the first hit of DP D and still able to land the second hit of it. I'm sure there are other ways to get more damage since I omit the freezing part. Tested on Jin. edit: Tested it again, I didn't throw in a 5C in there, it does slightly more damage with it. Edited May 12, 2011 by eQualz
Moy_X7 Posted May 20, 2011 Posted May 20, 2011 (edited) lol, the opening post is going to need an edit after all these contributions. Time to make some contributions getting stuff out of my combo video. 5B starter: 1.) 5B > 5C > Sekkajin > 6C > DC > 5C > sJC > j.C/j.2C > j.D > AD > j.2C > j.C > (dashing)5B > 3C > 214C (3111 damage, 47 Heat gain). This is one of the most damaging combos off 5B, it builds a shitload of meter, it's pretty simple, and it carrier people to the corner like crazy. I'd recommend it as a must-know BnB. 2.) 5B > 5C > Sekkajin > (dashing)6C > DC > (dashing)5C > (delayed)6C > (delayed)2D > (dashing)6B > (dashing)5B > 2B > 5C > 3C > 214C (3267 damage, 49 Heat gain). This is probably the most damaging combo off 5B and it builds a whopping 49 meter. It's a bit advanced with all the delays and dashing going on but if your execution is good, then I'd say go for it. I for one will not be landing this combo consistently lol. Tager specific: 1.)5B > 5C > j.B > j.2C > (delayed)j.C > (dashing)5C > j.B > j.2C > j.C > (dashing)5B > 5C > 3C > 214C (3029 damage, 46 Heat gain). A slightly better version of the Tager specific 5B combo. 2.)j.2C (instant overhead) > (delayed) j.D > (dashing)5C > j.B > j.2C > j.C (dashing)5C > j.B > j.2C > j.C > (dashing)5B > 3C > 214C (3073 damage, 45 Heat gain). Instant overheads ftw, this is some pretty good damage and Heat gain for an instant overhead. Shoutouts to the Partialarist for confirming that j.2C > jD works on some characters. Corner: 5B > 5C > DP B > (slightly delayed)2C > 6C > DP C > 5B > 5C > j.C > j.D > (dashing)5B > 5C > 3C > 214C (3692 damage, 52 Heat gain). I'll post some more combos later. Edited May 20, 2011 by Moy_X7
Yuushiro Posted May 20, 2011 Posted May 20, 2011 Nice job..., but yeah I am compiling all the combos you guys posted and also the one on Japanese wikis.... I think people might wanna know what the most optimal combos since now we have so many variations. Thanks for your stuff though guys.....your hardwork won't go unappreciated
xlolxlolx Posted May 20, 2011 Posted May 20, 2011 for dp loops doing 2C>j.D is better than j.C>j.D btw
kirk Posted May 20, 2011 Posted May 20, 2011 (edited) Got around trying some stuff. might be old stuff but whatever lol (Tested on Tsubaki) Near corner: 5C(CH)> 6C> 5C> 623B> 6C> 623C>5B>5C>2C>jD>665B>5C>3C>214C ~ 4180 dmg 54 meter (on crouching)j2C>5C>6C>5C>623B>6C>623C>5B>5C>2C>jD>665b>3C>214C ~ 4024 dmg 54 meter j2C(CH)>6C> 5C> 623B> 6C>623C>5B>5C>2C>jD>665B>5C>3C>214C ~ 4170 dmg 54 meter Corner: 5C(CH)>6C> 623B> 6C>623C>5B>5C>2C>hjD>AD j2C>jC 665B>3C>214C ~ 4304 dmg 54 meter j2C(CH)>6C> 623B> 6C>623C>5B>5C>2C>hjD>AD j2C>jC 665B>3C>214C ~ 4294 dmg 54 meter (on crouching)j2C>5C>6C> 623B> 6C>623C>5B>5C>2C>jD> 665B>5C>3C>214C ~ 4129dmg 54 meter 6A>RC>6C>623B>6C>623C>5B>5C>2C>jD>665B>5C>3C>214C ~ 3600ish 27-28meter Edited May 20, 2011 by kirk
xlolxlolx Posted May 20, 2011 Posted May 20, 2011 oh yeah for 5b>5c>sekka>6c>dc>5c>6c>2d, dont do dash 6c because it actually makes it harder since if you do dash 5c too fast you'll make it side swap
Moy_X7 Posted May 20, 2011 Posted May 20, 2011 oh yeah for 5b>5c>sekka>6c>dc>5c>6c>2d, dont do dash 6c because it actually makes it harder since if you do dash 5c too fast you'll make it side swap Yeah, if you're too close to the opponent when you do Sekkajin then you'll end up switching sides after the (dashing) 5C > 6C, good stuff pointing that out.
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