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Posted

Hahaha omg, why haven't i noticed that before jkfldjsklfs

I always look for potty humor. I've failed. Though, ice fart is awesome time to steal that and act like i'm 10

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Posted

Could you try if these still work? all corner combos

6c>623b>6c>623c>5b>5c>6c>hjC>jD>airdash>j2c>jC>5b>5c>3c>214C

6c(ch)>6c>623b>6c>623c>5b>5c>6c>hjC>jD>airdash>j2c>jC>5b>5c>3c>214C

or this 6c>623b>6c>623c>5b>5c>6C>jC>jD>5b>5c>3c>214C.

wondering if these still work. or if your combo has better results(if it works) thanks.

Posted
Can somebody try these instant overhead shenanigans when they get the chance?

http://www.youtube.com/watch?v=zwVoAeZ3sxo&feature=youtu.be

I'm pretty sure that doesn't really work in CS2 and that it's just a training mode bug. If you set Jin to dummy record then try to block it yourself it'll whiff even though when you set CPU to crouch guard they'll either stand up and block it if block switching is enabled or get hit if it isn't.

Posted (edited)

Yeah, that's what I noticed too when I set the dummy to do it. I'm gonna try it out online when I get the chance, it'd be nice if it did work though.

Edit: Yup, it's a training mode glitch. All of my FUUUUUUUUUUU-

Edited by Moy_X7
Posted (edited)

So, Jin can end combos with 3C > 214A on the whole cast. Midscreen, this is useless, but, in the corner, it causes a wallbound very close to the ground, and will not allow an air tech (unless the combo is REALLY prorated). This does less damage and generates less heat than 214C, but gives more advantage than either 3C or 623C. Additionally, you can do some ?gimmicky? cross-under shit by dashing or walking forward (this would put you back into the corner). You can follow 3C > 214A with another 214A for ~4.5 more heat (and like 10 more damage lol), but you won't be able to cross-under then (you'll still get the knockdown, however). You can also do Ice Arrow after either 214A, if you like.

Edited by TCSyd
  • 4 weeks later...
Posted

Alright, I did some more testing on the back throw 214A whiff crossunder stuff. It works on these characters:

Rachel, Relius, Haku-Men, Tsubaki, Hazama, Lambda, Tager, Noel, Platinum and Valkenhayn

While testing it felt like some float higher than others. So it might work vs. the rest of the cast too but I just suck at it.

Sidenote: Didn't know where this belongs to, so don't get mad at me :psyduck:

  • 2 weeks later...
Posted
Yeah, that's what I noticed too when I set the dummy to do it. I'm gonna try it out online when I get the chance, it'd be nice if it did work though.

Edit: Yup, it's a training mode glitch. All of my FUUUUUUUUUUU-

Seriously? I used to pull it off in matches most of the time against tagers. But maybe because I was jump cancelling 2B.......

  • 2 weeks later...
Posted
I'm liking that cross-under thing, we can never have enough gimmicks lol.

So far that cross under has worked wonders for me. After the cross under I usually jump(or jump forward) and J2C. This really leaves the opponent guessing which way to block and get a free hit. Or you can land and 2B, or throw in a grab. But they have to tech though, still you can pick them off the ground.

Posted

ok, just went into the lab for testing... according to my research, 6A is +1 on hit

test jin v jin:

jin 1: 6A > 5B link

jin 2: get hit > 5A

5B is 7frame startup, 5A is 6 frame startup

result: trade

jin 1: 6A > 3C link

jin 2: get hit > 2B

3C is 10 frame startup, 2B is 9 frame startup

result: trade

jin 1: 6A > 5A link

jin 2: get hit > 5A

5A is 6 frame startup

result: jin 1 wins

so unless my execution is failing me (which is possible, i recommend someone else go try it), 6A is +1 on hit.

Posted

Jesus, just when we thought it couldn't get worse. Now we have worry about people mashing jabs on a 6A hit lol. Burn the evidence, boss, NO ONE MUST KNOW ABOUT THIS XD

Posted (edited)

oh yeah guys if you want to double super in corner, for more damage you can do 214A dash 5/3C (Crossunder) Getsumei > Wave super. You get about 300/400 more damage than double arrow super.

Edited by not_lunaris
Posted
I've never seen Rehhyou whiff like this:

http://www.youtube.com/watch?feature=player_detailpage&v=in10wdutOPs#t=802s

And I thought that 6C height "buff" was a good thing.

DP C's hit-box seems to have been nerfed. That isn't the case in that video though, he was at the right distance for DP C to work, he just forgot to delay DP B. The DP C nerf pretty much makes the DP C loop much more spacing dependent.

6C's extra height "buff" makes it easier to do DP loops in the corner, you just have to delay the DP B or do a dashing 66 6C after it.

SKD with that new tech.

Posted

It's because of Valkenhayn's aerial hurtbox. You have to make accommodations for it by either delaying 623B or 623C. Delaying 623B wouldn't be possible for the ideal 623D corner combo, since you're dash canceling into 623B.

For cross-under "Ice Arrow > Ice Wave," it's sometimes necessary to delay the Ice Wave if you want to get 5 hits (character specific).

Posted

The DP loop is still pretty strong in the corner, we just have to mix and match DP Cs with 214As for optimal combos.

Posted
Jesus, just when we thought it couldn't get worse. Now we have worry about people mashing jabs on a 6A hit lol. Burn the evidence, boss, NO ONE MUST KNOW ABOUT THIS XD

Wow, I thought you guys knew this... You pretty much have to use 5A/2A after a hit with 6A, or else your pressure gets fucked. That's why I hate 6A. But people were telling me it's not a shit move, so I believed them. :|

Posted

That and you can trick your opponent into pushing a button after a blocked 6A, you then "frame trap" them with DP D for 4K+. Mind games, son XD

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