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  • 3 weeks later...
Posted (edited)

I think this is a very solid 'start position to corner' combo for 5B(1) CH:

(66) 5B(1) CH > 66 6C > DC > j.C > j.214A > 623B > 66 6C > 623C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (4112 or 4078/60 or 57)

Tested on the entire roster (all 19 characters).

Edited by cadacus_ater
  • 3 weeks later...
Posted
(66) 5B(1) CH > 66 6C > DC > j.C > j.214A > 623B > 66 6C > 623C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (4112 or 4078/60 or 57)

Tested on the entire roster (all 19 characters).

I should have checked the thread earlier, good find.

@The Above - Teach you what exactly? Or do you just need someone to play with? Wrong thread but I guess I could play a few sometime. Post in the Jin general thread please.

Posted (edited)

Here are some combos I found that I haven't seen in this thread (as of July 18, 2012)

Note: In practice, I've been using 41 2C (4, neutral, hold 1, C) when I need to execute 44 2C; it has worked okay for me.

---5A/2A > 5C (Corner)---

5A/2A > 5C > DP B > (Delay) 66 6C > (Delay) 214A > 44 2C > 6C > 6D > IAD j.2C > j.C > 5B > 5C > 3C > 214C (3024/52)

5A/2A > 5C > DP B > (Delay) 66 6C > DC > (Delay) 5C > 6C > DC > *sj.C > j.D > AD j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (2959/49)

*It is tricky to catch with sj.C, but doable

5A/2A > 5C > DP B > *66 2C > 6C > DP C > 5B > 5C > 2C > sj.D > 66 5B > [1)2B > 5C > 3C > 214Ax2] or [1)5C > 3C > 214C] (3097 or 3144/50 or 52)

*Against characters with smaller aerial hitboxes (Tager, Carl, etc), this one can be very hard. Must catch opponent at precise height to follow DP C with 5B.

---5B(1) CH---

Corner (214C ender is worse, as you omit 2B > 5C to do 6 less damage and gain 2 less heat):

5B(1) CH > (66) 6C > DC > DP B > (66) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (4252/61)

----2B----

Start position combo; 2B CH:

[D1] 2B CH > (66) 6C > DC > j.C > j.214A > DP B > (66) 6C > DP C > 5B > 5C > 2C > sj.D > (66) 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (3708 or 3615/58 or 52)

Near the corner; 2B CH (Even Closer or so position; 214A ender is better here):

2B CH > (66) 6C > DC > 5C > DP B > (66) 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)2B > 5C > 3C > 214Ax2] or [2)3C > 214C] (3690 or 3684/57 or 56)

Corner combo; 2B CH (214A ender is better here):

2B CH > (66) 6C > DC > DP B > (Delay) 2C > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)2B > 5C > 3C > 214Ax2] or [2)3C > 214C] (3830 or 3822/57 or 56)

Alternate corner combo; 2B CH (For best results against Tager, use DP B in this combo as soon as possible after 6C):

2B CH > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (3810 or 3762/56 or 54)

For characers with difficult aerial hitboxes, i.e. Tager (DP C is harder to follow with 5B in some combos), an alternate 2B corner combo:

2B > 5C > DP B > 66 2C > 6C > DP C > 5A > 5C > 2C > sj.D > AD j.2C > j.C > 5B(1) > 5C > 3C > 214Ax2 (3365/52)

---5C CH---

Corner (214C ender yields 6 less damage and 1 less heat):

5C CH > (66) 6C > DC > DP B > (66) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (4566/62)

---2C FC---

Over Mid-Screen - Max Carry is Start Position to Farthest Corner:

[D1] 2C FC > (66) 6B > (66) 5C > 2C > 66 6C > DC > j.C > j.214A > *(Max Delay) 2C > 6C > DP B > sj.2C > j.D > AD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C >214A] (4014 or 3941/66 or 59)

*Change to 44 5C if too close to corner, starting from around mid-screen or closer (3959 or 3891/66 or 59)

Over Mid-Screen - Max Carry is slightly farther than Start Position to the Farthest Corner; Standing Opponent:

[D1, SO] 2C FC > j.2C > (Delay) j.C > dj.2C > (Delay) j.C > (66) 5C > 66 6C > DC > j.C > j.214A > *(Max Delay) 2C > DP B > (Delay) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)2B > 5C > 3C > 214A] or [2)3C > 214C] (3896 or 3921/62 or 65)

*Change to 44 5C if too close to corner, starting from around mid-screen or closer on standing opponent (3857 or 3881/62 or 65)

Mid-screen, Start Position to Nearest Corner:

[D2, AA] 2C FC > JC (Delay) j.2C > 5C > 6C > DC > sj.C > j.214A > 44 5C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > (66) 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (3955 or 3930/65 or 61)

:toot: [AA] 2C FC > JC (Delay) j.2C > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > 5C > 2C > 3C > 214A > DP B > [1)214C] or [2)6A > 3C > 214C] (3323 or 3421/52 or 58)

Close to Corner (Around Close or Closer Position, whatever lets you connect the DP B):

[AA] 2C FC > (66) 5C > 6C > DC > DP B > (66 *2C) > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (4140 or 4102/63 or 62) *May want to omit 2C to make it easier if close enough to the corner

---3C CH---

Mid-screen, Start Position to Nearest Corner:

3C CH > 66 2B > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > 5C > 2C > 3C > 214A > *DP B > [1)214C] or [2)6A > 3C > 214C] (3464 or 3576/51 or 56)

*Try to delay the DP B a tiny bit for best results.

---Forward Throw > RC---

Use around mid-screen and start positions; builds ~49-52 (~52-55 if first 6C is delayed) heat depending on the ender:

[D1] B+C(2) > RC > *(66) 6C > DC > j.C > j.214A > (Max Delay) 2C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (4591 or 4559/~55 or ~52) *Delay if near start position or Push if a little farther

Use in or near the corner:

B+C(2) > RC > (66 Push) 6C > DC > DP B > (66) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (4591 or 4543/~52 or ~51)

--And just for fun...5k DP D combo (mostly for a finishing blow)--

DP D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5B(1) > 5C > DP D > 66 3C > [1)214C] or [2)214A > 3C > 214A] (5074 or 5047/~34)

Edited by cadacus_ater
  • 3 weeks later...
Posted

Just saying I think I'm done editing the monster post above, even made it colorful, lol. I don't think there are many other combos I could find that haven't been listed or surpassed by those already in this thread.

Posted (edited)

Good stuff, thanks. I probably won't add those which require too precise of a timing, for practicality's sake.

Edit: Done, thanks again for making my life much easier and using consitent formatting :)

Edited by Moy_X7
Posted

Well shoot. I found another nice combo for 3C CH but...it is kinda hard to pull off on some characters (Tsubaki, maybe Taokaka and Platinum as well) and you have to be almost point blank range to start with (no time to microdash). It's not the most practical/easiest combo, but the damage and heat gain is very nice.

Start position to nearest corner:

3C CH > 2C > 6C > DC > sj.C > j.214A > DP B > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (4767 or 4734/65 or 61)

Oh Jin, why must you demand so much in execution?

Posted

I don't expect to land the 3C CH > 2C combos because of how close you have to be to the opponent but screw it. We've got nothing to lose lol, I'll add it.

Posted

Hi , have been playing jin since CT but was never really good at it , right now i cant really do any air combo or any combos that require many inputs or air combos , right now here are the combos i can do

middle

2b-5b-5c-6c-2d-BC-214c/d which does 3190 damage

5c-6c-2d-214c/d 2301 damage

for corners

6c-j.c-j.b-j.c-j.d-214c 2784 damage

6c-6d-623b-6c-623c 3422 damage

thats all i can do now with jin , are there any more simple combos like this ?

And what can i do if an opponent block my 214c ?

thanks

Posted

Welcome to the forums, but this is the wrong place to post these questions. The proper thread is here:

http://www.dustloop.com/forums/showthread.php?6495-Help!-The-quot-I-m-a-n00b-seeking-advice-quot-thread

That said, if your 214C is blocked, rapid. If you didn't have 50 heat though, you're fucked.

For midscreen, first practice:

5B>5C>Sekkajin>66C (this is a microdash before the 6C)>2D>6B>sekkajin>6C>214C

Then practice these corner combos:

5B>5C>623B>6C>dash>5C>6C>623C>5B>5C>2C>sj.D>land>5B>2B>5C>3C>214A>214A

5B>5C>623B>6C>dash>5C>6C>623C>5B>5C>2C>sj.D>land>5B>2B>5C>3C>214C

5B>5C>623B>6C>dash>5C>6C>623C>5A>5C>2C>623C

After that, move onto more advanced midscreen combos:

2B>5B>5C>Sekkajin>dashing j.2C>j.C>j.D>6C>214C

2B>5B>5C>Sekkajin>66C>2D>j.2C>j.C>5B>2B>5C>3C>214C

2A>5B>5C>Sekkajin>dashing j.2C>j.C>j.D>6C>214C

etc.

After those, go back to corner combos and practice the harder ones in this thread. After this point, you should just keep trying to pick up more and more combos until you learn the majority of them.

Don't get lost on just practicing combos though... pressure, spacing, and okizeme are very important, as is defense.

Posted

i cant seem to use Sekkajin properly , the opponent keeps flying out before it even ends , am i mashing C to many times? or is that suppose to happen? i have been trying to Sekkajin > 66 6c but i cant never do it

Posted

Please use the thread that Jyosua linked you to if you want to ask these types of questions. I will answer your question there, so please post there from now on.

Posted (edited)

Tried to optimize my corner throw combos today and found an alternative to the 3086 dmg 47 heat one that doesn't require a 44 2C. It isn't quite as universal, as it uses 3C > 214A > 3C in it's ender, however, you don't have to deal with delaying the 44 2C to connect the 6A later on (which I had to do against Platinum).

You should try to hit the opponent with the 6C and DP B as low as possible though.

:toot: B+C/4B+C > 214A (Whiff) > *2C > Sekkajin > (Delay) 6C > (Delay) DP B > 66 6A > 3C > 214A > 3C > 214C/214A (3076 or 2910/47 or 39)

*Can use 5C here if uncomfortable with 2C > Sekkajin, for 3000 dmg with 214C ender

And here is a corner throw combo giving solid damage and the best heat gain I've been able to find against characters that 3C > 214C doesn't work on:

EDIT: Don't necessarily need to delay the DP B at all if a DC is used (tested against Platinum)

B+C/4B+C > 214A (Whiff) > *5C > 6C > (DC) > (Delay) DP B > 6A > 3C > 214A > DP B > 214C (2838/42)

*Catch them with 5C just before they hit the ground.

Edited by cadacus_ater
Posted (edited)

I've been finding myself using what the Japanese are using lately... B+C > 66 5B > 5C > Sekkajin > 66 3C > DP B > 6A > 3C > 214A > 3C > 214C for like 2.8K and I don't remember how much Heat. I'll give these a try and see how much better of an alternative they are to the above. Either way, I'm gonna get rid of that old combo we have there because that thing requires too much of an execution for such a small reward.

I like them, if I could do them on the first try then it means that they're keepers. I'll add them to the thread and I've also been messing around with Tager and finding some Tager specific crap.

Edited by Moy_X7
Posted
I've been finding myself using what the Japanese are using lately... B+C > 66 5B > 5C > Sekkajin > 66 3C > DP B > 6A > 3C > 214A > 3C > 214C for like 2.8K and I don't remember how much Heat.

Yeah, that one does 2881 dmg and yields 48 heat.

You can change the 66 3C > DP B to a 66 2C > DP B for 2936 dmg and 48 heat or a (Delay) 6C > (Delay) DP B for 2985 dmg and 49 heat if you feel like you can stick it.

Posted

So, generally speaking... are non-sekkajin combos on corner the optimal?

I mean, instead of going to "sekkajin stuff" after a throw, what about "B DP stuff"?

Posted
So, generally speaking... are non-sekkajin combos on corner the optimal?

I mean, instead of going to "sekkajin stuff" after a throw, what about "B DP stuff"?

Not sure if these questions are supposed to go in that thread Jyosua linked, but I'll answer it anyway.

Yeah that's essentially the case, but with throw, because it's already a bit prorated and you cant exactly get as many hits in. Also, doing a sekkajin midcombo in a corner combo, especially after a throw, is bound to not work anyway so in this case it's for heat, not sure about damage though. Call me out if I'm completely wrong lol.

Posted
I've been finding myself using what the Japanese are using lately... B+C > 66 5B > 5C > Sekkajin > 66 3C > DP B > 6A > 3C > 214A > 3C > 214C for like 2.8K and I don't remember how much Heat. I'll give these a try and see how much better of an alternative they are to the above. Either way, I'm gonna get rid of that old combo we have there because that thing requires too much of an execution for such a small reward.

I like them, if I could do them on the first try then it means that they're keepers. I'll add them to the thread and I've also been messing around with Tager and finding some Tager specific crap.

Dashing 3C is hype as fuck lol....i've been doing it since CS2 if i can idk i love it. But for throw i just do 214A whiff>B DP dp loop instead. I actually/finally looked at the combo thread, this is disgustingly thorough wtf lol.

Posted

I might have to go back and get rid of some more stuff. I should come up with a "combo theory" section, that way I don't have to be looking for specific combos in the thread because that's one big ass thread lol.

Posted

uh throw>fubuki>shit does like 3.1 or 3.2k and only gets you like 30 meter? throw>sekka stuff nets less dmg but gives you almost 50 meter on average

so......well i go for meter gain if i didnt already have meter to rc throw =/

  • 1 month later...
Posted (edited)

I need some help with doing 66 6c after sekka . Currently im getting sekka after 8 hits so the training dummy will be flying out after i stop ,but i cant seem to do 66 6c after sekka on AI or on my friends , they seem to stand up to quickly/ falls to low after i do sekka . I have been watching video but still cant do 66 6c.

I have been working on a simple combo as my jin is not very good but 5c would not link up to 6c . The combo is 2a/5a > 5b > 5c > 6c > 2d

> 6b > sekka > 6c > 214 c .

Thanks !

Edited by 9tea

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