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Posted

Improved j.2C and 623D(2nd hit) combo in the corner:

CH j.2C > 6C > DC > 214A > 2C > 6C > (delayed) 623B > 6C > 623C > 5B > 5C > 2C > hj.D > AD > j.2C > j.C > 66 5B

3C > 214C (4764/66)

2B > 5C > 3C > 214A (4732/62)

623D(2nd hit) > 6C > DC > 214A > 2C > 6C > (delayed) 623B > 6C > 623C > 5B > 5C > 2C > hj.D > AD > j.2C > j.C > 66 5B

3C > 214C (5296/60)

2B > 5C > 3C > 214A (5264/57)

It's probably better to leave the combos you have, Moy. I don't know about you guys but I'm freaking inconsistent with 214A > 2C. No problem in training mode but in a match I try to avoid these.

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Posted
It's probably better to leave the combos you have, Moy. I don't know about you guys but I'm freaking inconsistent with 214A > 2C. No problem in training mode but in a match I try to avoid these.

Yeah, I can't land that 44 2C to save my life. I can do anything except that and j.C > 66 Sekkajin. I just don't think it's worth the trouble and losing all that damage because your timing was just a frame off.

I'll add it to the first post though, the fact that you can replace 44 5C with 2C and get more damage.

Posted

You can do "6C > Delay 214A" instead of "6C > 66 > 214A" to create a wider frame gap. In the case of 623D(2), you can then do "2C > 6C > 66 > 623B > etc." so you don't have to worry about dashing too far out of the corner with "44 2C."

Posted

For those 44 C/2C combos, Jin is basically looking at the opponent while they're outside the corner and he's nestled in it...get your j.214+ A out at the earliest to catch the opponent high, and the minute Jin lands you can back dash, you have about half a second to get an attack out...

C is easier to confirm, 2C reaches higher...

On an unrelated note, I have yet to lose a ranked match!!

Posted

I think it is necessary to train those "66 sekka" and "44 2C" in training mode and against AI to master them. A lot against AI, actually.

Ah... Jin became at least as hard as Tao, if not worse. ohgodwhy.jpg

Posted
i think i need a fucking translator to understand this guy :/

I'll try and speak plainly then.

Depending on how close Jin is to the opponent after the j 214+ A, the sooner you will have to back dash, the farther away, the later you can back dash.

It's not really a back dash but more of a quick side step out of the corner...

If you're having trouble with that, there's a ton of options you can perform after the j. 214+ A, but you'll be in the corner knocking the foe out of it...

Posted (edited)

oh you were talking about that? j.214a always bounces them out of corner so you always have to backdash it, no one should be having problems with this really, well unless youre doing it higher than the normal j.c height which you shouldnt be doing anyways

Edited by xlolxlolx
Posted

5C Starter, Midscreen, Counter Hit

5C > 6B > 66 5B > 5C > Sekkajin > 66 6C > DC > jC > j214A > Adjust 5C > 623B > jD > 66...

(5B > 3C > 214C) - [3608 Damage/56 Heat]

(5B > 5C > 3C > 214A) - [3548 Damage/50 Heat]

5C > 6B > *(66)* Sekkajin > 66 6C > DC > jC > j214A > Adjust 5C > 623B > Delay 6C > 6D > IAD > j2C > jC > 66...

(5B > 3C > 214C) - [3921 Damage/60 Heat]

(5B > 5C > 3C > 214A) - [3862 Damage/54 Heat]

*Necessary if you hit at the max range of the "5C > 6B" link.*

Posted

Added, how could I forget the 214A combos off 5C > 6B? lol

Also, if possible, could you guys be bros and follow the format that I'm using? You don't have to add the color tags, just have it so I can copy-paste it.

Example: stuff > 66 5B > [1)Ender 1] or [2)Alternate Ender 2] or [3)Alternate Ender3]

Posted

2B starter, close to corner #3

[CO] 2B > 5C > 6C > DC > j.C > 214A > 44 5C > DP B > (Delayed) 6D > IAD j.2C > j.C > 66 5B [1)3C > 214C] or [2)5C > 3C > 214C] (3245 or 3178/53 or 47)

Missing 6C input and typo?

Improved version but does not carry as much as above:

[CO] 2B > 5C > 6C > DC > 623B > 66 6B > 214A > 44 5C > 6C > IAD > j.2C > j.C > 66 5B [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (3405 or 3313/56 or 49)

Posted

That's one of the combo paths that I'm missing. That whole 6C > DC > DP B > stuff when you're very close to the corner. I'll add the stuff later on tonight. I really need to hop on this paper that's due in 4 hours x_x

Posted (edited)

I'd like to add this for 2C FC (has to be done when opponent is at a start position, toward the nearest corner):

2C FC > 66 6C > DC > j.C > j.214A > (Delay) 6C > 623B > (Delay) 66 6C > 623C > 5B > 5C > 2C > HJC > j.D > AD > j.2C > j.C > 66 5B > 5C > 3C > 214A/214C (4273 or 4366/60 or 68)

Re-EDIT: This combo only works reliably on ground hit, otherwise you can't connect the second 6C without launching them out of the corner.

Extra Notes: If you are too close to the nearest corner, try reverting to the "Close to the Corner" 2C FC combo ...j.214A > Adjust 5C > 6C > 623B > stuff.

If you are too close to the corner after j.214A, following with 6C will launch them out of the corner. I stated this combo must be done when opponent is at a start position because I was unable to get the wallbounce from j.214A if I was any farther away and if you are much closer to the corner you must change the combo as stated above.

Edited by cadacus_ater
Posted
So far I've tested the 214C ender on Valkenhayn and the 214A ender on Lamda. I think it can work on most if not all characters (correct me if I'm wrong on that, I'm still testing).

The 3C > 214C ender is set in stone, it only works against a certain group of characters. I won't repeat it here but look in the first post of the combo thread and see which characters it doesn't work against. If that's not what you meant by that, then the combo should work against every character.

Off ... 5C Sekka 6C 2D... should I go for Double Sekka -> 6C 214C or standard 3C Musou finisher?

It depends on the character that you're facing and what starter you used it with. Use double Sekkajin for characters that don't get hit by 3C > 214C and it mostly only works off P1 90+ starters.

Posted (edited)
The 3C > 214C ender is set in stone, it only works against a certain group of characters. I won't repeat it here but look in the first post of the combo thread and see which characters it doesn't work against. If that's not what you meant by that, then the combo should work against every character.

Yeah, I read that section as I was trying it against Noel.... I was writing the post as I was testing the combo so I didn't make it as clear as I should have. Pretty sure it works on everyone (with the proper switch to 3C > 214A ender on characters 3C > 214C won't work on), just needs different timing on the DP loop for some characters (i.e. Valkenhayn :arg:).

EDIT: Edited my original post to summarize combo specifics.

Edited by cadacus_ater
Posted

lol, my thread is all colorful now. I'll finish re-optimizing and adding new combos by the end of the week.

Posted

The lime and cyan burn my eyes and I literally can't read them unless I highlight them

Posted
lol, my thread is all colorful now. I'll finish re-optimizing and adding new combos by the end of the week.

The colorization is surprisingly very, very helpful.

The lime and cyan burn my eyes and I literally can't read them unless I highlight them

I don't have a problem with this, but you may want to consider different colors. People do complain about Lime and Cyan a lot... ~_~

Posted (edited)
The lime and cyan burn my eyes and I literally can't read them unless I highlight them

I'm using the Makoto style page, so if I use dark colors (blue for example) I can't read them at all. That's why I used some super bright colors like lime and cyan lol.

Edit: I forgot that brights on whites are unreadable and dark on dark is not very legible either. Let's compromise here, I'll change them to teal and green. Those are both legible in either black or white.

Edited by Moy_X7
Posted

don't know if these have been already posted:

airthrow midscreen to corner:

- j.B+C > land 66 6C dc > j.C j.214A [corner] > 44 5C 623B > 66 6A > 3C 623B > 214C

3260 dmg / 45 HG

you can skip that dpB in the end vs characters who get hit by 3C 214C, it does a little more damage but less HG (41).

- j.B+C > land 66 6C delay 214D [corner] > 66 6C dc 214A > 44 2C 623B > 66 6A > 3C 214A/C

3337 dmg / 1 HG with A ice car

3570 dmg / 9 HG with C ice car

this has *way* better corner carry than the above (2/3 from the corner approx) but of course uses 25 meter. also, it seems that corner dash under must be 2C, I couldn't connect 666A when trying with 5C dpA (even as low to the ground as possible).

Posted

I'll add the first combo but not the second one. Reason being is that I want to avoid using meter at all unless it's absolutely necessary like with 6A, 6C (mid-screen), DP A/B CH (close/mid-screen), and 5D.

Posted

sorry for the double post

in the first page this combo is listed for 6C "close to the corner":

- 6C (CH) > DC > j.C > j.214A ecc.

problem is, when 6C hits as CH the opponent is sent flying higher than usual or something, and the "dc j.C j.214A" part only seems to work if you've reached the corner already at that point... this combo actually works better without CH?

or is there some kind of trick to make the j.C j.214A part easier with that CH?

otherwise, if you know the 6C will hit as CH and you need better corner carry, I suggest this:

- 6C (CH) 2D > 66 6C dc > j.C j.214A > (44) 5C 623A > 6C 623B > 5A 5C 2C 623C

4444 dmg / 46 HG

if you don't need to dash under, it's better to use 2C 623A right after the wallbounce, this will allow you later to pickup with 5B instead of 5A after the dp loops, dmg should be around 4.6k

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