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[CSE-CP] Jin General Thread "Jin it to win it... again"


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Posted
Because damage is the be all and end all of character lol. I don't even see ragnas breaking 4k regularly w/o CT or an RC

Actually I don't think I've ever seen Rag's CT yet... ha

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Posted
He needs 25 meter to hit 5K off 6C in the corner? Not so top tier-ish :v: Looking hype though.

By the way, Musou (1) has SMP right? I'd just assume that we can't end our corner combos with it because of that, but maybe it having a followup changes things?

If Musou (2) works even after SMP kicks in, we could get better combos ending with 6D/j.D > normals > ender (resets yo), since, if it doesn't, we are forced to keep Sekka as an ender while it could be used as a filler into more damage if Musou (2) worked as an ender.

I hope you guys get what I mean :toot:

To be fair, I don't think many characters can do 5k without burning any meter or using an OD in CP. Arakune, Hazama, Bullet and Relius are the only ones I think could do that much. Perhaps Carl and maybe Tager too, but I'm not so sure about them. Jin's strength this time around seems to lie in his tools, ease of use, and high rewards for meter consumption. Being a jack-of-all-trades that is easy to use and with respectable damage goes a long way.

Sekkajin and rehhyou are better for ending in terms of oki I think. Musou (2) is better for meter gain. Not sure about Hisangen oki...it looks like it could be good if spaced right, but I don't know how fast the opponent is allowed to get up from the knockdown. It's definitely good for damage though.

That 8181 damage combo looks like you need at least 84 heat to start. 7k off of TK Hizangeki in the corner starting with 85 meter? I like it! Also, lol at 6C > OD > 6C and CH Hiyoku > Hiyoku.

Posted

I'm more shocked/amazed that 2D starter > OD stuff with 75 heat does 5k with no effort. And 2D is pretty much burst safe.

Posted
Actually I don't think I've ever seen Rag's CT yet... ha

It looks like a mini devoured claw comes out. You mostly see it in throw combos since its buffs corner throw damage from like...3.5 to 4k maybe?

Maaaaan they gave us all these tools to work with, sekka D follow up is so good, whether its increasing midscreen damage to 3.4k or giving you an easy side swap. D musou makes almost any decent confirm into 4k and don't get me started on hizangeki lol. And i see Jins use CT more than other characters but some players would rather put that 25 elsewhere and i can respect that. I'm just glad his ex attacks feel like they're worth it now.

Im sad there wasn't any D musou (1) whiff>2 stuff...or maybe there was and i missed it

Posted

CH 6C > Musou A wiff > 5C was hype enough lol

And I was joking about his damage, he gets decent to good damage consistently and can convert max-range 5Cs to 4K with 25 meter :v: I was just expecting more out of 6C, meterless.

Yeah Sekka ender looks strong, but I'm talking about stronger combos with reset potential. I would definitely use Musou ender combos often if it meant that I could choose not to end them and go for a reset whenever I want without sacrificing a lot of damage, pretty much like EX Jin.

Going for an entirely different route when you feel like resetting would give it away, that's why I'm concerned about maximizing their damage potential.

Posted (edited)

The combos shown were hype. And the video doesn't even include the reset potentials :)

Also interested now on how or if we can combo into astral (not including grab) and if it is easier than extend since some characters have easier to link astrals now.

Edited by WakeUpDP
Posted

So many combos lol

It's good to see that 214B (no follow-up) works in OD combos as I imagined. Also, 5B to 5K with low OD meter and 50 Heat, me gusta.

Posted

http://www.youtube.com/watch?v=zf-K17Pq2-U#t=39s

This time based combo drop stuff is slightly irritating. It could be great for resets, but if you want to complete a combo with standard oki it seems you'd better know your stuff. That combo should have been around 23 proration (translating to -2 hitstun in CS:EX) when Goro blocked 5C, so unless they changed the hitstun decay, it seems time based drop is the culprit.

Posted

I always thought time-based hitstun decay was always there, or at least I just did everything as fast as possible to be sure. Is it actually a thing now? lol

Posted

I went to the shelf and took my CS copy for a little while... Holy shit Fubuki was so slow back then :8/:

Also what were our corner combos lol

I improvised and came up with a 3.5K combo off 5B, I don't even remember what was his damage potential in CS2

Posted

time based hitstun scaling existed back in CT and was removed in the CS series. I ugess it's back now? If so i think it's pretty stupid, but i guess we'll see what hte exact rules are when a mook comes out.

Posted

Why do so many people think it's stupid, when it's had such good results for CP? And everybody knows how much people hated how slow (super long combos) CS and on was.

Posted

I guess we'll see how it turns out, but, This is looking like one of the dumbest combo systems I've seen. But that's mostly cause of all the SMP combos and loops

Posted

I'm all for SMP, I hate repetitive combos. I just wish the entire game had more variations/more special moves.

I wish there were Special moves that could be gatling'd into other special moves/basic attacks.

Posted

CP looks to be shaking things up a little bit with cancels - like Ragna's 22C dash/special cancel or Mu and Tsubaki's D cancel after some special moves, for example. But yeah, it would be nice if there was more variety than the typical gatling into special cancel stuff, lack of things like FRCs kind of limits BB in that aspect.

Posted

I find it funny that people always find a reason to hate whatever previous version of BB relentlessly. I for one never minded the time based combo system, but I don't think it's the same as what CT had.

Posted

I'm not hugely disliking the time based hitstun decay, but it is gonna take some getting used too. Might take more work than I thought optimizing my freestyles, lol. I agree that shorter combos are a plus. It helps with the pace of the game.

Posted (edited)

Are they /really/ shorter. Bullet makes me wonder lol.

I want to see Fenrichs jin so bad...he came out of nowhere and took the top ranking lol

lack of things like FRCs kind of limits BB in that aspect.

Not really.

I thought everyone was loving CP but now there's something wrong? (even though everyone here hasn't come close to playing it). I just don't get it. I'm hearing TONS of people, even now say the slow combos and pace from CS turned them off, and that CP has them interested.

Edited by Jourdal
Posted
Are they /really/ shorter. Bullet makes me wonder lol.

I want to see Fenrichs jin so bad...he came out of nowhere and took the top ranking lol

It's really hard to tell. Don't we hear this every time there's a new version? Oh, They're making the combos shorter/oh they're making people do less damage. TBH I feel like neither of these ends up true, just people don't know everything at the start of the games.

I'm liking the look of CP a lot. I wouldn't be surprised for some Jin players to have backlash against being the new destination for tierwhores tho

Posted

I was thinking the same thing about Bullet too, watching those Ragna v Bullet videos. 24 hit combos.

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