eQualz Posted March 10, 2012 Posted March 10, 2012 [CO or CH or AA]5C > 6C > DC > DP B > (Delayed) 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 > 214C] (4525 or 4476/60 or 59) typo? Sidenote: I see that there are combos with 5B > 2B > 5C > 3C > 214C ender. You guys do know that 2B causes 214C to whiff on the likes of Haku, right?
Moy_X7 Posted March 10, 2012 Author Posted March 10, 2012 typo? Sidenote: I see that there are combos with 5B > 2B > 5C > 3C > 214C ender. You guys do know that 2B causes 214C to whiff on the likes of Haku, right? Yup, typo. The same goes for Valkenhayn, you need the dashing momentum on 66 5B for it to not drop.
eQualz Posted March 10, 2012 Posted March 10, 2012 Hmm, might have changed with CSE but I'm sure it dropped back in CS2 even with the dashing momentum. Going to have to check that.
Yuushiro Posted March 11, 2012 Posted March 11, 2012 Is this a typo?: under 2B section: [CO] 2B > 5C > 6C > DC > DP B > 66 6B > 214A > 44 5C > 6C > 6D > IAD > j.2C > j.C > 66 5B [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (3405 or 3313/56 or 49) no way you can do 6b there
Yuushiro Posted March 12, 2012 Posted March 12, 2012 haven't got a chance to try it... editing the wiki a bit now..., how would I make 6b connect? do I wait for them to be close to the ground or not? also moy , are you going to put the 5d(CH) > sekka combo there too?
Moy_X7 Posted March 12, 2012 Author Posted March 12, 2012 Yeah, that combo is legit. You do 6B as early as possible and it will hit them.
Vance Posted March 13, 2012 Posted March 13, 2012 (edited) Hee hee...hey everybody... I fucking DID IT! Starting position, ch 6b... Ch 6B> 66C> 66> 7C> j. 214A>2C>6C> 623+B>66C>623C>5B>5C> 2C> h. jump D> IAD>j.2C>j.C> 66B(1 hit)> C> 3C>214C. 21 hits, 5306 damage, 68 heat gain! Tested on Hakumen... Jin needs a nerf fo sho now! Moy don't add this combo, I can't replicate it, he flips out of the senshozan, I have to fix it.. Sorry it was late man, I still broke the damage barrier though... Edited March 16, 2012 by Vance
Moy_X7 Posted March 13, 2012 Author Posted March 13, 2012 Good luck landing that at the optimal distance. I guess you could always do 44 2C to make it work if you're too close to the corner but I don't have the execution for it. Good job, all that lab time payed off for you in the end lol. Later on I'll start adding the alternative combos for the teal colored combos, this one will be one of the alternatives.
Vance Posted March 13, 2012 Posted March 13, 2012 (edited) I'll get a vid up tomorrow...I gotta sleep... Thank you Moy, took the better part of 3 hours, I'm just glad I found a variant that they can't flip out of... It's definitely more execution heavy...fucking IAD. Edited March 13, 2012 by Vance
cadacus_ater Posted March 13, 2012 Posted March 13, 2012 (edited) Hee hee...hey everybody... I fucking DID IT! Starting position, ch 6b... Ch 6B, 66C, 66, j. 214+ A, 2C, 6C, 623+ B, 66C, 623+C, 5B, 5C, 2C, hyper jump D, IAD, j.2C, j.C, 66B(1 hit), C, 3C, 214+ C. 21 hits, 5306 damage, 68 heat gain! Tested on Hakumen... Jin needs a nerf fo sho now! I'm not sure how you are going 66 6C > DC > JC > j.214A...as far as I know you need to DC > JC > j.C > j.214A if you want to follow up 6C near mid-screen without 2D. If you've done it successfully, I tip my hat to your execution. However, I'm getting a little more damage out of a CH 6B when P2 is at start position with this combo, but the ender is kinda hard to land (you hardly have time to 66 5B after j.C, you need to go right into 5B so timing is important). Testing on Hazama (should also work on Hakumen): [CH] 6B > (66) 6C > DC > j.C > j.214A > (Max Delay) 2C > 6C > 623B > 66 6C > 623C > 5B > 5C > 2C > HJC > j.D > AD > j.2C > j.C > *5B > 3C > 214C (5374/68) *If 5B(1) is used, (5346/67) EDIT: The combo above also works if you replace [CH] 6B with 2C FC, which then yields (4346/66) March 3, 2012 11:20 am - You can also use the following for a higher damage B+C(2) > RC combo (so long as you aren't too close to the corner): B+C(2) > RC > (66) 6C > DC > j.C > j.214A > (Max Delay) 2C > 6C > 623B > 66 6C > 623C > 5B > 5C > 2C > HJC > j.D > 5B > 5C > 3C > 214C (4507/~49) (may fall just short of 50 heat) @Moy: I have no idea how it is possible to consistently land 44 2C from a 6C > DC > j.C > j.214A wallbounce combo even if you have perfect execution. In example, if I'm sandwiching the opponent right in the corner, I can't even connect a (land) 2C if I go CH 6B > 6C > DC > j.C > j.214A > (land) 2C...but I have landed CH 6C > DC > j.C > j.214A > (land) 2C (this put me in the corner though). I believe this is due to the combo's dependence on the distance from the point you connect j.214A to the point the opponent wallbounces; if you are too close you can't land in time to execute a 2C, much less a 44 2C or even 66 2C. Just ignore this and read the paragraph below.... When I was attempting it, I did manage to pull off one 44 2C from between "Mid-screen" and "Near the Corner." However, I can't pull it off consistently, and only saw it once in seemingly 100 tries.... I also couldn't tell whether I was at the distance where I would have otherwise caught the opponent behind me with a (land) 2C or whether I would have turned around and used (land) 2C without the 44, so I can't tell you much about it, except that it is very difficult to pull off. Edited May 23, 2012 by cadacus_ater Edited heat gain of throw combo
Vance Posted March 13, 2012 Posted March 13, 2012 Yeah I forgot the j. C, on the beginning, I fixed it... I basically used the 2C instead of 5C, to keep him lower and not have to dash then 623+B...
Moy_X7 Posted March 13, 2012 Author Posted March 13, 2012 In the future, Vance, be a bro and use the combo notation format that we've all been using. It makes my job a lot easier that way.
Vance Posted March 13, 2012 Posted March 13, 2012 Of course Moy, my apologies...my PC died six weeks ago and it's a little tough using my phone, but I'll correct it when I get outta work today...
Vance Posted March 14, 2012 Posted March 14, 2012 https://www.youtube.com/watch?v=tE05c249wpM&feature=youtube_gdata_player Okay, I pretty much just threw the Cadacus version up, I had a rough one at work and everything is sore...I barely got this one it and mine requires heavier execution so I'll put it up tomorrow... I'll edit that combo to form tomorrow as well Moy...
cadacus_ater Posted March 16, 2012 Posted March 16, 2012 (edited) So I've been messing around with 623D(2) > RC combos that can carry the opponent across the screen, should the need ever arise So far this is the best one I've come up with (tested on Valkenhayn): Jin against the corner; requires 75 heat: 623D(2) > *[RC > Run-up] > 2B > 5C > 2C > HJC > j.D > AD > j.2C > j.C > 66 5B > **[1)5C > 3C > 623B > 214C] or ***[2)2B > 5C > 3C > 214A > 214A] (3738 or 3523/30 or 26) *RC as soon as possible, then immediately run up to the opponent and use 2B. If too far away to use 5C > 2C, try 5C > HJC > [j.2C or j.C] > j.D for a little less damage. **Combo tested with opponent between the max reach of 623D(2) and just out of range of Jin's 5B. ***Combo tested with opponent between the max reach of 623D(2) and just out of range of Jin's 5C. Jin may need to be a slight distance from the corner to comfortably execute the combo. As far as full-screen combos go with a 623D (both hits) starter, the 'best' I've come up with so far does around 600 more than 623D > 632146C, but requires ~96 heat.... I say 'best' because my goal was maximizing damage without using an aerial ender or allowing the opponent to air tech at the end; there are other ways to end this combo. Also tested on Valkenhayn, but it should work on the whole cast (please correct me if I'm wrong on this). Kinda fun, but more of a novelty with the amount of heat required (623D > 632146C is much simpler to pull off...): 623D > RC > Run-up > 2B > 5C > HJC > j.2C > j.214D > (66) 3C > 214A > [1)5C > 623B > 623C] or [2)214A] (3505 or 2995/~13 or ~7) Note that after j.214D there are some options involving 66 6C > stuff, but they either allow the opponent to air tech afterwards or require an aerial ender (i.e. j.C > j.214X) that may not be easy to connect. Edited March 29, 2012 by cadacus_ater 623D > Ice Wave, not 6C > Ice Wave =/
Vance Posted March 16, 2012 Posted March 16, 2012 https://www.youtube.com/watch?v=lKT-UAk6UAc&feature=youtube_gdata_player Okay, this is the version of my combo you should use online... It requires a lot less execution and gets great damage and heat, it does a little less than cad's combo...
someonewhodied Posted March 18, 2012 Posted March 18, 2012 Can someone test this for me? 6B(ch)>Gold Burst x2>6C>623B>665C>6C>623C>5B(2)>5C>6C>623C>5A>5C>631246D>632146D>6C>623C.
vanfleihight Posted March 18, 2012 Posted March 18, 2012 http://www.youtube.com/watch?v=6Dg4f-ZO6dM Works just fine. Still not really worth it though.
someonewhodied Posted March 19, 2012 Posted March 19, 2012 Yeah. ok Thanks. Should I just skip the distortion and bursts completely and end the last loop with 5A>5C>6C>623C?
cadacus_ater Posted March 19, 2012 Posted March 19, 2012 (edited) In general you don't want to try 5A > 5C > 6C to end the loop. 6C usually whiffs in most cases after the 2nd 623C in a DP loop. Use 5A > 5C > 2C if you are going to end with 623C, but you would be better off ending with something like 5A > 5C > 2C > HJC > j.D > AD > j.2C > j.C > (66) 5B > [1)3C > 214C] or [2)5C > 3C > 214A > 214A]. Both enders net you around 6.6k damage and a lot of heat, while the 623C nets around 6.2k damage and a bit less heat. If you want to end the combo easier, skip the AD > j.2C > j.C and go straight to (land) 66 5B > 2B > 5C > 3C > 214C/2x214A for roughly 6.4k-6.5k. EDIT: The damage I'm giving assumes you use the Gold Bursts. If you don't use the Gold Bursts, see the first page of this thread's 6B combo section for a good 6B CH combo in the corner. Note: This combo should work based on my estimates of proration; it has less proration by the time you use j.D than the classic corner 6C starter DP loop, so I don't see how it couldn't work. Still, using 2 Gold Burst isn't something you get to do very often. Edited March 19, 2012 by cadacus_ater
Partialartist Posted March 22, 2012 Posted March 22, 2012 (edited) About 2P starter position. B+C > 214A (whiff) > 5C > 6C > DC > j.C > j.2C > JC > j.2C > 214C 2764 damage 27 heat. Decent corner combo, for air unblockable 5B setup. 5B > 5C > 623B > 6B > 214A > 44 > 5C > 6C > DC > j.C > j.2C > JC > j.2C > j.C > j.D 3458 damage. Edited March 31, 2012 by Partialartist
cadacus_ater Posted March 25, 2012 Posted March 25, 2012 (edited) Because I suck at doing 3C > 214A > cross-under 5C > 632146D, I've been trying to optimize the damage of 2 x Ice Wave ender for 6C starter DP loop. The best I can come up with requires no 3C > 214A cross-under or AD cancel, but timing and (to an extent) spacing are crucial. EDIT: Just to clarify, (Reverse) in this combo indicates Jin faces away from the corner upon landing, not that you hit opponent with your back to them. Testing on Hazama, Ice Waves hit 6 times each; this may change against certain other characters: In the corner; requires minimum of ~60 heat (25 hits): 6C > 623B > 6C > 623C > 5B > 5C > HJC > j.C > j.214A > (Reverse) 5C* > 2C > JC** > j.D > (Delay) 5C > 632146C > 632146C (6910) *Will whiff if opponent is too high after j.214A (they tech before you can hit them). Keep the opponent as low as possible on 5B pickup for best results. Combo should work on entire cast with proper adjustments of timing and spacing as needed. For example, you can connect HJC > j.C > j.214A > (Reverse) 5C on Valkenhayn with delay 623C and (if necessary) a very slight delay of 5B pickup. **Jumping toward the opponent should keep you from needing to adjust position for (Delay) 5C. Try to hit opponent with near-max range 5C as soon as they land, but don't push them too far or 2nd Ice Wave may be hard to connect. You may omit 5C and time the 1st Ice Wave to hit them as they land for ~130 less damage...unless you can get more hits with the Ice Waves by omitting 5C (i.e. when playing against Tager). Notes on 2 x Ice Wave: Goal is to hit standing opponent on the ground with 1st Ice Wave. Execute 2nd Ice Wave as soon as possible, or it can be blocked. My training mode tests suggest any Ice Wave hits that would drop combo proration below 1% can be blocked also (estimated proration after hit 25 of this combo is ~1.1%). Rewenger's post on page 9 of this thread discusses this further and gives additional combos using 2 x Ice Wave ender. Edited March 27, 2012 by cadacus_ater
Rewenger Posted March 26, 2012 Posted March 26, 2012 (edited) Notes on 2 x Ice Wave: I've already wrote about it somewhere earlier with more details... By the way, there's quite cool way to "delay" 6C after B+C > RC in corner combos. Just backdash and 66C. Looks very stylish. <3 Edited March 26, 2012 by Rewenger
Jyosua Posted March 31, 2012 Posted March 31, 2012 I brought this up in the n00b thread, but I figured I should probably mention this here: [CO] 5B > 5C > 6C > DC > j.C > j.214A > DP B > (Delayed) 2C > 6C > 6D > IAD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (3808 or 3702/56 or 50) Moy, can you add "(delayed)" to the DP B? I'm sure it will throw off other scrubs like myself when they try to learn the combo. You have it in almost every other combo with that combo path as well. Sorry for the bother. I generally look at 5B combos first when learning a particular combo path, so I hadn't noticed the other ones said the DP B had to be delayed. :P
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