Moy_X7 Posted April 30, 2012 Posted April 30, 2012 Fuck you Noel, you thought that Ice Arrow was just a way to tack on damage on combos, huh?
Yuushiro Posted April 30, 2012 Author Posted April 30, 2012 lol nice one.., why you didn't get hit by her super though?
xlolxlolx Posted April 30, 2012 Posted April 30, 2012 pub getting shitted on, i usually try to yukikaze the rocket for lulz litchi....hmm for me tk c ice sword and well spaced air a and b ice sword at air dash height works pretty well and run under her if you can when she tries to jump on you and 2a/5b/5c/5d/2d etc, shes cant do that much without her stick so stay within 2d range, take this with a grain of salt since cs1 trauma is still in effect everytime i play against one :V
Moy_X7 Posted April 30, 2012 Posted April 30, 2012 lol nice one.., why you didn't get hit by her super though? I barely recovered on time to block it, then I blocked a few of the bullets, dashed forward and Ice Arrow'd lol
ShelledMenace Posted April 30, 2012 Posted April 30, 2012 Fuck you Noel, you thought that Ice Arrow was just a way to tack on damage on combos, huh? Lol4D on wakeup, not that I'd expect much anyway.
Jyosua Posted April 30, 2012 Posted April 30, 2012 I finally learned how to TK guys! For some reason it just refuses to come out unless I do 236987C. The fuck? Fuck you Noel, you thought that Ice Arrow was just a way to tack on damage on combos, huh? If you block her super and don't run forward, can you still punish with this?
Rewenger Posted April 30, 2012 Posted April 30, 2012 By the way, that thing Ren shown in netplay matches. corner combo > 3C > 214A > walk forward > 66 2A (also 2B) crossunder I'm quite in awe. It looks pretty much omnipotent. It punishes any rolls, quick wakeup, no wakeup. Neutral wakeup will get crossed; the opponent most likely would instinctively block since he had been crossed up twice. Or would just eat 5B. Slightly changing the timing will result in no second crossup (or you can just fail crossunder) without any visible motion change. If crossunder was successful, enemy's buffered DP will most likely fail, resulted in shit punishable by 5B (for an example, tager's 360 should turn into sledge). After the second crossunder you can do 5B > airdash crossup again. So.... out unless I do 236987C. The fuck? O_O For me it's just 2369C. Inputting smoothly, and ending exactly with 9C, not 6+9C.
xlolxlolx Posted April 30, 2012 Posted April 30, 2012 actually the counter to it is to not tech at all, 2a will black beat and theyll be able to tech outside corner and most likely gain the advantage, its sorta like how they can burst through rehhyou mid dp loop and fuck your shit up
Jyosua Posted April 30, 2012 Posted April 30, 2012 66 2A (also 2B) crossunder I actually just discovered today that you can crossunder with 2B, but it doesn't seem as useful. It seems as though the recovery is long enough that the opponent can notice the crossunder and punish. Unless I'm just not timing it right. O_O For me it's just 2369C. Inputting smoothly, and ending exactly with 9C, not 6+9C. Yeah, I've tried that for months and I just can't get it to work. It might be an issue with the combined lag from my display and online. I'll give it another try using 2369C after I get my new display, but 236987C definitely works 100% of the time. It's not like it's hard to end on 9 either, considering that I play on stick, but lol the game says "no". Regardless, TK Ice Sword C is godlike. I'm so excited to finally be able to use it.
Rewenger Posted April 30, 2012 Posted April 30, 2012 (edited) actually the counter to it is to not tech at all I think, delayed 2B should reset the beat anew. Also, rehhyou burst punish is sick since jin can't do anything about it. ._. And, even if they know how to counter it, you'll still have the upper hand in this mixup since it has a lot of ways. Edited April 30, 2012 by Rewenger
shtkn Posted April 30, 2012 Posted April 30, 2012 extend hitboxes are up. 2A hitbox nerf CS2 CSE 2C hitbox buff CS2 CSE there might be more, but that's all ive noticed
xlolxlolx Posted April 30, 2012 Posted April 30, 2012 I think, delayed 2B should reset the beat anew. Also, rehhyou burst punish is sick since jin can't do anything about it. ._. And, even if they know how to counter it, you'll still have the upper hand in this mixup since it has a lot of ways. yeah....and if they do neutral tech you just delayed a whiff 2b that wont sideswap.....inb4 80% bar combo imo safest options are fastest sideswap 2a falling sj.2c and iad j.2c
Jourdal Posted April 30, 2012 Posted April 30, 2012 actually the counter to it is to not tech at all Yeah ,SRZ kept doing it to me and tried not teching and welp there goes that godlike mixup lol.
xlolxlolx Posted April 30, 2012 Posted April 30, 2012 yeah.......and rachel can gtfo for free iirc, well i guess you can still do some gay shit like iad throw if they actually tech after 2a
Moy_X7 Posted April 30, 2012 Posted April 30, 2012 (edited) Lol4D on wakeup, not that I'd expect much anyway. Noels just gonna Noel it up. If you block her super and don't run forward, can you still punish with this? Not sure, I did this on a whim. I know that her bullets eat up the Ice Arrow, so you probably have to block the barrage of bullets and Ice Arrow just before getting hit by the missile (during the I-frames). Edit: Tested it, you can't punish it unless you dash forward. Reason being is that the bullets inflict a lot of blockstun that by the time you recover to get the Ice Arrow in, she'll have time to pull out the missile and it will clash with the Ice Arrow. Now if you're on the ground and are able to react to the super, you can jump backwards to evade the bullet barrage and Ice Arrow her immediately. This Ice Arrow punish crap is just for being silly though. In reality you should dash in and punish with 6C for 5K+ meterless if she did it mid-screen or near the corner or punish her with j.214D if she did it beyond mid-screen. extend hitboxes are up. lol, no wonder I haven't been able to AA with 2A with as much success as in CSII. Fucking hurtbox on the scabbard. Oh BB hit-boxes, you so silly. As for the 2A thing, it's something to keep in mind but I'd rather do falling j.2C since it leads to some nice damage and it doesn't have landing recovery. Edited April 30, 2012 by Moy_X7
cadacus_ater Posted April 30, 2012 Posted April 30, 2012 extend hitboxes are up. 2A hitbox nerf This makes me sad. Why would hitting our sword's scabbard damage us 2C hitbox buff there might be more, but that's all ive noticed I like this...except that 2C P1 is so much worse now that I hate using it as anti-air
Moy_X7 Posted April 30, 2012 Posted April 30, 2012 (edited) Man, they should have at least gave 2A more horizontal reach if they were gonna nerf its AA potential. Look at how long that scabbard is, that shit has a deceptively crappy horizontal reach. Might as well have Jin poke with his fist than with the scabbard if they were going to go with this bullshit non-existent scabbard lol. Look at 6A's hit-box, Jin is supposed to be hitting the opponent with the grip of the blade yet according to the hit-box, Jin just barely hits them with the blade guard. RABBLE RABBLE RABBLE We should write an angry letter to Arc Sys telling them to fix their bullshit hit-boxes lol. Edited April 30, 2012 by Moy_X7
Rewenger Posted April 30, 2012 Posted April 30, 2012 Also, found a silly combo route: ... > j.2C > j.5C > dash sekkajin > 66A Not sure whether it's anything helpful, but at least it looks fun. Btw, works only with sekka at point blank distance. Look at 6A's hit-box, Jin is supposed to be hitting the opponent with the grip of the blade yet according to the hit-box, Jin just barely hits them with the blade guard. Look at the 6B animation, it should totally make enemy floorbound on aerial hit. Yet FC 2C > 6B does uncomboable shit on aerial hit. Not to mention the overhead.
Moy_X7 Posted April 30, 2012 Posted April 30, 2012 I know, 6B not only has a crappy hit-box but it leads to nothing on aerial hit. That and Jin's sleeves during j.B have a hurt-box lulz.
Yuushiro Posted April 30, 2012 Author Posted April 30, 2012 Jin is one with yukianesa apparently according to these hitboxes lulz...
Moy_X7 Posted April 30, 2012 Posted April 30, 2012 I know, shit is dumb. They're probably going to pull a "Yukianesa is sentient since it is a Nox. It has feelings too, ya know?" lol
Jyosua Posted April 30, 2012 Posted April 30, 2012 (edited) @Shtkn: We already knew about this one, but: CS2: CSE: j.2C is significantly different: CS2: CSE: Also lol j.B: CS2: CSE: Wtf j.A: CS2: CSE: lol 5A: CS2: CSE: Pretty much all of the 5B hurtboxes have been made larger. The links for the CS2 and CSE ones are http://dustloop.com/guides/bbcs2/frameData/jin/5B.html and http://www.dustloop.com/guides/bbcse/hitbox/jin/5B.html respectively, but the most major changes are in these two frames: CS2: CSE: Edited April 30, 2012 by Jyosua
Moy_X7 Posted April 30, 2012 Posted April 30, 2012 Why the hell is there a hurt-box on Yukianeza during j.2C? I mad I'm outta here before I get an aneurysm lol
Jyosua Posted April 30, 2012 Posted April 30, 2012 They pretty much gave him bigger hurtboxes on all of his normals, and made his non-DP anti-airs much more risky... I think I got the rest of the changes though.I was originally only gonna do the ones I knew had been changed, but I was having too much fun, lol.
Moy_X7 Posted April 30, 2012 Posted April 30, 2012 I can understand giving him a hurt-box where it belongs (oh his limbs) like in 5A or j.A but giving him a hurt-box where Yukianesa is at is just retarded. As for j.B, that's exactly why that move is no longer even a decent jump in. The lower hit-box takes forever to be active. j.2C is equally slow. I know Jin needed some nerfing but come the fuck on lol.
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