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Posted

if you want proof look at the video i posted on page one, at about 50 seconds the jin dash cancels 6c

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Posted

Cool, thanks. I knew I wasn't crazy. I'm gonna have to inform him he's wrong, and not to panic.

Posted

the dash cancel just wont lead to anything midscreenn... as in you can't catch the opponent with the normal dash cancel anymore I think if it's midscreen

Posted

completely forgot to post this after i saw it lol

Jin

Nerfs

- j.2C's proration got worse

i think this a very fair nerf hopefully it dosnt go to shit tho.

Posted

they said that this was a bad translation. it should say that j.2C's hitbox is worse

this makes me sad, but we'll see how much it's been made worse or if thye keep this change at all.

Posted

apparantly there was a location test last week? I didn't hear about it... but i do know there will be one this weekend.

edit: maybe this is for changes that will appear at hte location test this weekend?

Anyways, changes are in the first post, but i'll mention them here too:

System

Burst

-No longer has the 25% heat mechanic

-While bursting, the burst is invincible to all other attacks (I assume this means projectiles, as projectiles used to clash with bursts)

-Green bursts has faster startup

Barrier Guard

-(in a nutshell) Using Barrier to block stuff costs more meter

-Barrier gauge usage when only 1 primer left has been lowered

-Other Mechanics are the same

Counter Assault

-Aside from characters who already could, now all characters can follow up from a Counter Assault

-Using a counter assault permanently reduces your Guard Primers by 1

Throws

-All characters(?) can follow up a throw midscreen now

A attacks

-All characters with self-gatling A attacks can only do it up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)

Grounded, Jump As

-All characters(?) are evenly 300 (I assume this means damage, but it could be something else)

Jin

+2C now gatlings into 6B

+2C has head attribute inv during the attack

+2D hits higher, it's now easy to follow up from 6C

+Sekkajin now holdable (hold C instead of mash for more hits), the 8th hit of Sekkajin has more untechable time

+632146C now has 25% minimum damage

Posted (edited)

Please God let that 2C > 6B gatling stay until the final release. Please God, extend the I-frames on 2C so that we can actually use that shit as an anti-air and not just combo filler/frame trapping. I don't really care about any of the other changes at this point, in fact, I think that pressing C for Sekkajin is going to screw with my timing. Actually, the minimum damage increase on Touga Hyoujin is pretty sweet.

Edited by Moy_X7
Posted (edited)

All the Changes look nice so far.

Edited by koun
Posted

Meh, I'll only miss that link after an air throw against characters that can't be 3C'd > 214C'd.

Airborne opponent > 5C > hJC > j.C/j.2C > j.D > Air Dash > stuff ftw.

Posted

These changes look really nice. I'm with Moi on this, I hope the 2C buffs stay, the move will be a legit anti-air now.

Posted

I am also liking the changes so far, but here is a quick question: For sekkajin, do you still mash to start it up or can you just press C, hold it, and then will it activate?

Posted
Airborne opponent > 5C > hJC > j.C/j.2C > j.D > Air Dash > stuff ftw.

Yeah but it'll be very situational from now on without the lovely 6C. Even if you can catch them after 6C>2D as they fall, the jD won't freeze. I'm sadface, since I love his aerial game (jC, j2C, jD AND THE GODDAMN AIR THROW. Finished many tight matches with it, even though I dislike throws :v:).

I'm also anxious about the followups after Hiyoku, with all the nerfing. I've used it as an anti-air countless times, following it up with something like 5C>2C>HJC>jC>j2C>jC>jD for a free and easy 4k combo.

I hope we get new paths opened with the new A Musou, to make up for the previous stuff.

Posted

you can do that stuff off a sekkajin, so it's not that big of a loss

Posted

Sexy sexy sexy (Aka Jin) isnt looking that bad on the patch... wat are you all most concerned about.. Cause from wat iv seen jin is pretty solid judging from the locktest.. Opinions id like to see a jin mains POV

Posted
Sexy sexy sexy (Aka Jin) isnt looking that bad on the patch... wat are you all most concerned about.. Cause from wat iv seen jin is pretty solid judging from the locktest.. Opinions id like to see a jin mains POV

Well, TBH, I don't have too many concerns with Jin but if I were to have concerns or things I like overall, here is my list (Sorry for the wall of text):

Burst

-While bursting, the burst is invincible to all other attacks (I assume this means projectiles, as projectiles used to clash with bursts)

This is gonna take a little getting used to, if projectiles aren't clashing with burst, that means if you burst at an inopportune time, you could get blown up for it. This will force players to learn how to burst at the right time.

Counter Assault

-Using a counter assault permanently reduces your Guard Primers by 1

This here is going to be a huge game changer if this is for the entire set. Counter Assault is a good GTFOuttaMyFace tool, and the former cost was 50 heat but if it costs 50 heat and takes away a primer for the set, this here will also force players on how to use their defensive tools properly.

A attacks

-All characters with self-gatling A attacks can only do it up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)

This I am happy as hell for. I hate getting hit by 5-8 a attacks in a row, this is very annoying and frustrating and it shows that the player cannot hit confirm well. This here will also force players to learn how to hit confirm combos from low starters which is fundamental and something everyone playing this game should already know how to do IMO.

Jin

+2C now gatlings into 6B

This is a new gatling, I like new gatlings overall but sadly, it's only gonna work for about a week or 2 until everyone get's used to it. Everyone starting off will get blown up by this until they've seen it enough, then it will go back to it's original use, a block string or possible set up's for frame traps. This is something I'm sure every Jin player here is exited for.

+2C has head attribute inv during the attack

This needs no discussion but I'll say it anyway: About Damn Time!!! 2C is now a legit AA. It has it's uses in CS2 but now with head attribute invulnerability, it's gonna make a LOT of players more wary about jumping in on Jin (as if it already isn't a bad idea but people do it anyway). This tool will help out a lot in some match-ups that people are already struggling in, especially in the Ragna match up where his J.C is a pain in my left testi***

This already has Jin players that have posted here hype because it's something that should have been done a long time ago and now we are finally getting it.

+2D hits higher, it's now easy to follow up from 6C

This will stop the worries about not being able to combo mid-screen. since 2D hit's higher, it will combo from 6C therefore strengthening Jin's mid-screen game which was lacking in the last loc-test. I had my worries about 6C as well but this puts all those worries to sleep. Since it hits higher, it will hit airborne opponents more often, forcing them to change their air approach on Jin because not only do they have to worry about Jin's DP, or 2C (New and improved), they also have to worry about 2D which hits further than any of Jin's DP's. Approaching Jin is now going to be a pain in the ass for everyone and Jin mirrors...

:vbang:

+Sekkajin now holdable (hold C instead of mash for more hits), the 8th hit of Sekkajin has more untechable time

This makes things a lot easier on the hands. Mashing C gets tiresome over time so holding C and letting it go for Sekkajin combos are going to make things a lot easier on the hands, especially if you play stick (That ring finger get's tired after awhile). It's a change we all are going to get used to but it's not a dramatic change.

+632146C now has 25% minimum damage

This helps for those lengthy combos that you caught someone doing 2a during those clutch moments where this move usually wouldn't kill. More damage in the long run is better regardless of how you look at it. The move Arctic Dagger was already good as it is but now it does a little more damage, I have no complaints here.

Overall, I like that they are making the system a bit more technical and I'm happy as hell they took away the 25 heat burst mechanic, in the end it would just become a "Comeback Factor" (which a lot of people give hate to in other games; SFIV's Ultra Gauge, Tekken's Rage Mode, MvC3's X-Factor Mode) for those in a pinch. I know this worked for gold burst too, still the reward for a basic mechanic in the game giving you push back (if not baited) also gives you 25 heat is just dumb...

This is how I see things on a positive and negative light.

Posted
I doubt the primer loss will be for the entire set. Just the round.

True, but anything's is possible so I took it in consideration if that were the case. Either way primer loss for CA still makes you wary of your defensive options.

Posted (edited)
I doubt the primer loss will be for the entire set. Just the round.

I doubt it as well.

The 2C > 6B gatling is going to make 2C safe and award you some frame advantage if 2C gets blocked in the air. This is useful since I'm a fan of 5B AUB resets off high j.D freezes and 236D resets off 5D. So I go through my entire AUB string 5B > 5C > 2C hoping that they will let go off their Barrier and end it with 6B for safety if they don't. I'm just worried about the aerial IB Barrier pushing me the fuck back now if they decide to keep that mechanic lol.

2C still has its horrible start-up so I don't see it being that good of an anti-air but extended head I-frames are always welcome. That and its vertical hit-box increase is good news. If we're able to hit-confirm a random 6C on an airborne opponent with this new 2D then we got it fucking made. I'm not really worried about CAs since I rarely ever use them, usually only against Lambda's saw or Rachel's frog. Touga Hyoujin minimum damage increase is going to make it a more viable match ender. I'm finding myself using it lately just so that I don't have to sit there through the whole Ice Arrow animation lol.

I don't know what they're thinking with the A attack nerf. I like mashing A after 5D > 236D or high j.D resets on aerial opponents to deplete their Barrier. The A attacks are usually pressure tools. Niggas who mash A to get out of pressure or just to get an attack started when I'm right in their face make me lol though, serves them right.

Edited by Moy_X7
Posted
The 2C > 6B gatling is going to make 2C safe and award you some frame advantage if 2C gets blocked in the air.

im pretty sure doing 2c > 6b would result in a 9 frame gap on the ground and 7 frame gap in the air

Posted

lol thats clever ima use that...but im really looking forward to the new jin except for the hold C for sekkajin thing i can see there being a couple of problems with that, and 2d's height increase using that move as a AA might be a good idea now

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