ShelledMenace Posted December 5, 2011 Posted December 5, 2011 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
kirk Posted December 12, 2011 Posted December 12, 2011 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.
Moy_X7 Posted December 15, 2011 Posted December 15, 2011 Can somebody try these instant overhead shenanigans when they get the chance? http://www.youtube.com/watch?v=zwVoAeZ3sxo&feature=youtu.be
Tonberry Posted December 15, 2011 Posted December 15, 2011 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.
Moy_X7 Posted December 16, 2011 Posted December 16, 2011 (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 December 16, 2011 by Moy_X7
TCSyd Posted December 22, 2011 Posted December 22, 2011 (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 December 22, 2011 by TCSyd
Moy_X7 Posted December 22, 2011 Posted December 22, 2011 I'm liking that cross-under thing, we can never have enough gimmicks lol.
eQualz Posted January 16, 2012 Posted January 16, 2012 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
Sanctuary Posted January 31, 2012 Posted January 31, 2012 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.......
Yuushiro Posted January 31, 2012 Author Posted January 31, 2012 can't jump cancel 2b anymore in EX.....
Sanctuary Posted February 10, 2012 Posted February 10, 2012 can't jump cancel 2b anymore in EX..... Yeah Im very well aware of that.
Wing Posted February 16, 2012 Posted February 16, 2012 can't jump cancel 2b anymore in EX..... what?! fuck this game then!
Sanctuary Posted February 19, 2012 Posted February 19, 2012 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.
shtkn Posted February 22, 2012 Posted February 22, 2012 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.
Moy_X7 Posted February 22, 2012 Posted February 22, 2012 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
Tong Posted February 22, 2012 Posted February 22, 2012 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.
skd Posted February 22, 2012 Posted February 22, 2012 (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 February 22, 2012 by not_lunaris
Moy_X7 Posted February 22, 2012 Posted February 22, 2012 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.
TCSyd Posted February 22, 2012 Posted February 22, 2012 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).
Tong Posted February 22, 2012 Posted February 22, 2012 But you do need massive height to get 623C 5B, right? No wonder DP Loop isn't worth anymore :/
Moy_X7 Posted February 22, 2012 Posted February 22, 2012 The DP loop is still pretty strong in the corner, we just have to mix and match DP Cs with 214As for optimal combos.
Jyosua Posted February 22, 2012 Posted February 22, 2012 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. :|
eQualz Posted February 23, 2012 Posted February 23, 2012 6A is not a shit move. People can't react to it so they start guessing. Woops, there's goes a 2B.
Moy_X7 Posted February 23, 2012 Posted February 23, 2012 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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