darkasjinksu§ Posted October 6, 2013 Posted October 6, 2013 6B is an overhead in unlimited form, though. That's gonna be fun to deal with in Unlimited Mars.
Jyosua Posted October 7, 2013 Posted October 7, 2013 Are you serious? Oh man, time to troll unlimited rooms online with Jin. 6B overhead is trolltastic.
Dawn of Musou Posted October 7, 2013 Posted October 7, 2013 6B overhead. That is the main reason I will set up a lot of U rooms in CP.
Yuushiro Posted October 10, 2013 Posted October 10, 2013 6B is an overhead in unlimited form, though. That's gonna be fun to deal with in Unlimited Mars. is that confirmed? Where do you see that?
Chris Chaos Posted October 10, 2013 Posted October 10, 2013 6B is an overhead in unlimited form, though. That's gonna be fun to deal with in Unlimited Mars. Can I get the source for this confirmation? Not that I care for Unlimited Jin but it would be hilarious if this were true.
darkasjinksu§ Posted October 11, 2013 Posted October 11, 2013 I can't find the video of it, but it also ground bounces on standing regular hit.
Dawn of Musou Posted October 11, 2013 Posted October 11, 2013 Well there's only two videos of U Jin and one of them is just him getting 5B>5C>Hell's Fang in the corner so I think you mean this one. http://www.youtube.com/watch?v=INVmKy61hQo He only uses 6B once at 2:37. I dunno if it's an overhead cause the Mu player was mashing 2A pretty hard.
Putin Posted October 18, 2013 Posted October 18, 2013 CP questions are kind of pointless now that the game is only a week away, but I think this one is pretty easy to answer since there's not really any testing to be done; Do you guys think Hirensou > Musou D is worth it? Pretty much every jap does it when they have 50 meter and it obviously gives you an advantage over a raw DP D, but is it really that good of a payoff for that amount of meter? Personally, I'd probably not even consider it on most occasions if I hadn't seen any good players do it beforehand, especially with the new meter gain nerf and Jin being more meter dependent than ever. Thoughts?
shtkn Posted October 18, 2013 Posted October 18, 2013 i think it's worth it. you gain almost full corner carry with this as well as oki (assuming you end your combo with a knockdown).
Moy_X7 Posted October 18, 2013 Author Posted October 18, 2013 I'll probably use it depending on the character and if I'm close enough to the corner to do 214D~C (wallstick) > 66C > stuff. If it's someone that has poor defensive options like Tao, Plat, or Valk, then I won't hesitate to spend the 50 Heat to keep the momentum going. I'll probably also end the combo with 22C just so that I keep them close to me and on the defensive lol. Edit: Why would you say that CP questions are pointless now? New things are always discovered once Japan and the rest of the world gets their hands on the console version and can experiment to their heart's content in training mode.
Putin Posted October 18, 2013 Posted October 18, 2013 I meant questions like "does x work" etc, stuff you can test for yourself when you get the game. And yeah, I'll probably do that on those strong characters with poor defenses anywhere on the screen, I don't know about the rest though. Only when it'll wallstick like you said maybe. This "issue" occurred to me again after quite a while since I watched the 13/10 technoland Eruo footage a few hours back, and he just kept doing Musou D even as a combo filler midscreen. That definitely seemed like a waste of meter, but he's a better player so what do I know
Dawn of Musou Posted October 18, 2013 Posted October 18, 2013 He might have been watching for bursts? Eruo definitely does that a lot.
Moy_X7 Posted October 19, 2013 Author Posted October 19, 2013 This "issue" occurred to me again after quite a while since I watched the 13/10 technoland Eruo footage a few hours back, and he just kept doing Musou D even as a combo filler midscreen. That definitely seemed like a waste of meter, but he's a better player so what do I know Actually, a lot of Jins like following up DP D(2) with 214D whenever they have the Heat for it. It's mainly to keep momentum going and getting the most out of your correct reversal read. I've always been conservative when it comes to Heat and that's why you won't see me following up DP D(2) unless either the next combo after the opponent techs will kill or if the opponent is Tao or Valk lol.
Putin Posted October 19, 2013 Posted October 19, 2013 DP D is 2gud tho. Especially when you could frametrap people in the corner with it into 4.5k+ if you KNEW they were gonna press buttons, like how pretty much everyone does after they block 6C I guess it's worth it, but I'll see how -I- prefer to spend meter when I get the game in my hands. I'll probably do it every once in a while, but keeping that meter mostly for (5C >) 5D > Musou D into 4.5k lmao Sekka followup not that much, only for corner side swap and for the kill.
Moy_X7 Posted October 19, 2013 Author Posted October 19, 2013 I'll use 22C ~ D if I land a heavy starter such as 5C CH, 6B, or 6C (DP punish). Other than that, gonna save my meter for OD Ice Wave, TK Hizangeki and near the corner 5C/5D/j.C confirms like you said lol.
Slaythe Posted October 19, 2013 Posted October 19, 2013 Can someone explain to me how that 3C possibly failed at the end ? http://www.youtube.com/watch?v=P0I1TCAMx-w&list=PLJ4mIozrjIPY2Cz2pTG9SMvypzGbDKY9f&index=1 (and wasn't the overdrive supposed to freeze on 5C ? He definitely didn't break the 5 freeze limit... unless each Sekkajin move counts as freeze ?!) Don't tell me you can't chain 3C after 5C anymore.
darkasjinksu§ Posted October 19, 2013 Posted October 19, 2013 Can someone explain to me how that 3C possibly failed at the end ? http://www.youtube.com/watch?v=P0I1TCAMx-w&list=PLJ4mIozrjIPY2Cz2pTG9SMvypzGbDKY9f&index=1 (and wasn't the overdrive supposed to freeze on 5C ? He definitely didn't break the 5 freeze limit... unless each Sekkajin move counts as freeze ?!) Don't tell me you can't chain 3C after 5C anymore. The combo was too prorated for 5C-3C to connect, and the five freeze limit is for specials like Sekkajin. The limit is three for normals.
Slaythe Posted October 19, 2013 Posted October 19, 2013 So let me sum up. 3 normals freeze, 5 specials, unlimited ex ? Is there a way to know the proration (?) of the combos without looking them up ? I usually just know by heart my combos after doing them so much but with CP i'm scared to experiment anything now o// .
Jourdal Posted October 19, 2013 Posted October 19, 2013 CP training mode will have a hit stun bar which will significantly help out with knowing the limitations of our combos.
Slaythe Posted October 19, 2013 Posted October 19, 2013 Oh that sounds awesome ! (that and the online training too !) Thank you.
darkasjinksu§ Posted October 20, 2013 Posted October 20, 2013 So why doesn't 5C-j.2C work on standing opponent? It's 13 frame startup, plus the 4 jump startup frames. That would make it 17 frame startup, or the same as 2C. Is it the hitbox not kicking in below him until after the first active frame?
Moy_X7 Posted October 20, 2013 Author Posted October 20, 2013 Maybe 5C pushes them back more? lol I dunno, I guess we'll find out soon enough.
Kurushii Posted October 20, 2013 Posted October 20, 2013 That or possible the frame data is incorrect, or the hitbox positions changed (doubt it).
shtkn Posted October 21, 2013 Posted October 21, 2013 that combo only works on standing fatal in extend as well. there's a couple of possible reasons why: 1. hitboxes acting funky 2. can not attack asap after jumping 3. something else? i don't know which one is right
EPIC_POTATOCHIP Posted October 22, 2013 Posted October 22, 2013 Does anyone know who the best Jin in Japan is? I would really like to know so I can watch him/her. In my opinion, Yutta is the best Jin but I heard otherwise.
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