Ice Cube Posted November 1, 2013 Posted November 1, 2013 (edited) realized that you can add a bit of damage for mid-screen combos by adding a 2B at the beginning of your ground string. e.g. 2D, j.2C > j.C > dash 2B > 5B(2) > 5C > 2C > 3C > ice car or ice car D (1) > dash 2B > 5B(2) > 5C > 2C > 3C > ice car you can also do 2B > 5B(2) > 5C > 2C > sekkajin to force blocking, sacrificing about 300 damage. If the don't tech immediately from the stagger, dash 5B(2) > 5C > sekkajin (blue beat) for same damage as the ice car combo + much better oki since there's auto-tech now, it's much easier to time a reversal after stagger though (hold A then do DP C, taking Ragna as an example). That said, the window's still quite tight. Can someone test how much frame advantage does sekkajin have on standing hit? I don't know how to. Edited November 1, 2013 by Ice Cube
EPIC_POTATOCHIP Posted November 1, 2013 Posted November 1, 2013 realized that you can add a bit of damage for mid-screen combos by adding a 2B at the beginning of your ground string. 6B is actually better for ground combos. Especially if it's a counter hit. You can bait it out by doing a standard ground string like 5B > 2B > 5C > 2C >6C then wait it out before doing 6B to get the counter off. Most likely people are going to expect ice car or 6D. So 6B is great on counter or without it.
Putin Posted November 1, 2013 Posted November 1, 2013 He's talking about 2B as a combo filler, not as a starter. Freeze > (j.2C > j.C) > 66 2B > 5B, he's pointing it out since everyone's been going straight for 5B because it was more optimal in CS. 3C > 22C > iad j.2C is amazing by the way, so is TK Hizangeki. CP Jin 2fun
Rhythmic Posted November 1, 2013 Posted November 1, 2013 Sorry, I'm trying to visualize this combo. At what point in this combo does the side switch occur? Is it during the dash 5B after j.2C? The other side swap technique I've been using is just the reset with j.2C, 5B(1), 5C, 2C, sj.2C, j.C, j.D, land, dash under for the cross over reset. You can insert other reset gimmicks like 5B on landing then go for a back throw reset. This won't work on anyone who's familiar with Jin's resets though. The 6c sends the opponent flying back into the corner and 2d freezes behind you. I picked it up from the sideswap 623c CH (or 623c RC) combo when you're cornered. http://youtu.be/zkNyNU8rdas?t=5m24s it's pretty much exactly like that except with a different starter
Killey Posted November 1, 2013 Posted November 1, 2013 The 6c sends the opponent flying back into the corner and 2d freezes behind you. I picked it up from the sideswap 623c CH (or 623c RC) combo when you're cornered. http://youtu.be/zkNyNU8rdas?t=5m24s it's pretty much exactly like that except with a different starter I've been trying to do this combo and I've maybe gotten it to work once or twice. The 2D timing seems extremely weird or there's a specific distance that you need to land the 5B so you can get the 2D spacing right.
shtkn Posted November 1, 2013 Posted November 1, 2013 i've had to delay the 5B or else the opponent will fly too far and miss the delayed 2D. it's kinda finicky.
Putin Posted November 2, 2013 Posted November 2, 2013 Holy shit, I'm throwing my meter at Tousshou like crazy and still have spare to burn with CT in like half my corner combos. And I thought the new meter gain system was gonna be a pain. If you think you can control neutral, I'd say go for Senshouzan ender during midscreen combos every now and then. It gives good meter in exchange for oki, and if you know you will land that 5C > 5D... definitely worth it. Also Hizangeki is gonna be unblockable in the west for a little while lol
Jourdal Posted November 2, 2013 Posted November 2, 2013 Yeah I alternate between the two. And ditto on the meter thing...i have 25 to 50 meter whenever i need it..maybe 3 times in the matches i played yesterday did i feel "wow i didn't have meter"
Killey Posted November 2, 2013 Posted November 2, 2013 Yeah, meter gain feels crazy in this game. It always seems like Jin has meter for whatever he wants. I'm always blowing it on Musou Tousshugeki midscreen for the corner wall stick into 6C combos. I need to start doing 3C xx Sekkajin~D combo as it has better corner carry capabilities. I've been experimenting with his reset game and there's just so many reset possibilities it feels ridiculous. I'm just going to post all the resets I know of. I know a lot of these are known for most people. There's a few other corner options I'm experimenting with. Midscreen Resets: *Air combo ending in j.D: 1a) land, dash behind 5B - Opponent breaks out of ice just as they land. The dash 5B becomes a cross over. 1b) land, 5B while they're still falling - This is height specific, usually requiring a double jump combo into j.D. 5B is air unblockable so if the opponent is not paying attention they get reset into the same reset situation. *5B (2), 3C, delayed Ice Car - If the opponent emergency techs you recover behind them. If they don't tech they take a blue beat combo. If you realize the opponent prefers to take the blue beat it can open opportunities into blue beat combos off of 3C knockdowns. I like this reset for corner swapping purposes. Corner Resets: *Corner combo ending in 6D: 1) Empty Jump 2B (low) repeat combo into the same setup 2a) Late air dash into j.B (overhead), j.2C repeat combo into the same setup 2b) Late air dash into j.B, j.2C xx Hizangeki, combo into the same setup - If they guard j.B, j.2C the cancel into Hizangeki makes into a triple overhead situation 3) 5B (1), IAD j.2C (cross up), j.D - 5B pulls them out of the corner slightly for the IAD j.2C to cross up 4) j.2C, j.C, 5B (2), 6A (overhead) RC combo into same setup - Basically, the combo is long enough that the opponent forgets about 6A overhead. 5) j.2C, j.C, 5B (2), 2B (low) combo into the same setup - If the opponent is aware of the above than you mix in 2B. Both of these are just plays off of the 5B, 2B/6A guard string. 6) j.2C, j.C, 5B (2), pause, throw - The super gimmicky reset from the CT days. 7) j.2C, j.C xx Hizangeki - If you went for max damage you can combo into Hizansen into a meaty 6D. Using Hizangeki instead mixes in a last minute overhead.
Moy_X7 Posted November 3, 2013 Author Posted November 3, 2013 (edited) Oh ho ho, I think I'm going to blow some of my meter on corner 3C > 236[D] oki. Jin can't do anything against it, his DP D ends in an unfavorable trade for him as he gets refrozen by the rest of 236D, his DP C whiffs, his Ice Arrow ends in an unfavorable trade as he takes the brunt of 236D while his Ice Arrow gets canceled, and all Yukikaze does is provide escape for him. Gonna experiment on the rest of the cast and see what I get. Edit: N Starter... 2D, CT, j.2C > (Delayed) j.C > JC > j.2C > (Delayed) j.C, 66 5B > 2B > 5C > 3C > 214B~C (4.1K+ and +2 Heat Gain) So he's able to deal 4.1K from any N starter that leads to 2D , recycle the 25 Heat that he spent and gain an additional 2 Heat... When's Jin nerfs? lol Edit 2: Made a video showing almost every possible situation where you can go into CT + jump loop... http://www.youtube.com/watch?v=VmLDtwLxL5I&feature=youtu.be Edited November 3, 2013 by Moy_X7
eQualz Posted November 3, 2013 Posted November 3, 2013 Challenge M30 combo: From starting position Jump forward > j.D > j.214D(2nd hit only) > 2D > 66 6D > 236D > DC > 5D > 214D(1st hit only) > 22C~D > 623D Wooo, 100 % on Jin
cadacus_ater Posted November 3, 2013 Posted November 3, 2013 (edited) Tried the j.2C > j.C loop on Bullet...it does not work...at all. You might be able to get it if you jump in j.2C but I haven't yet been able to connect the 2nd j.C. On FC you can't even go 5C > j.2C...it will whiff. As such, I made a few different FC OD combos, the first one specifically for Bullet (which needs to begin with her in start position or closer to corner) 80% hp, 57 heat to start: FC 5D > 214D > 5C > 6C > 214B > 5C > 6C > 6B > ODC > j.214C > 6C > 623B > 5C > 5D > 632146C (5748/18) 80% hp, needs 57 heat and carries farther than the other: FC 5D > 214D > 5C > j.2C > j.C > 5C > 6C > 214B > 5C > 2C > 22C > 5C > 6C > (delay) ODC > j.D > j.214C > walk 623B* > 632146C (5709/18) *With 90% hp and 58 heat to start, omit 623B for 5595 damage 70% hp, needs 57 heat: FC 5D > 214D > 5C > j.2C > j.C > 5C > 6C > 214B > 5C > 2C > 22C > 5C > 6C > (delay) ODC > 6C > (delay) 6B > j.214C > walk 623B > 632146C (5832/18) Edited November 4, 2013 by cadacus_ater
eQualz Posted November 3, 2013 Posted November 3, 2013 Something for you to toy around with: http://www.youtube.com/watch?v=kAl3HcA35fY&feature=youtu.be Obviously only works on larger characters. I think I've seen Churara do that, not sure it was him though~
cadacus_ater Posted November 4, 2013 Posted November 4, 2013 (edited) I just realized C followup for 214D rebounds the opponent off the edge of the screen in OD. If you have 50% hp or less, around 50 heat and you have good reads or reactions, you can probably OD to avoid damage and counter with 5D fatal for 5.8-6.2k damage...from just about anywhere. Note that you can't land the 214D(whiff)~C without OD to extend the 5D freeze time: OD, FC 5D > 214D(whiff)~C > 66 5C > 2D > j.2C > j.C > 5C > 6C > 214B > 66 5C > 3C > 623B > 5C > 5D > 632146C (6007/34) Works around start position, maybe a little farther. I've landed 6C after the rebound but it is spacing dependent; must be closer to the minimum distance of 214D(whiff): OD, FC 5D > 214D(whiff)~C > 66 6C > 2D > j.2C > j.C > 66 5C > 2C > 6C > 22C > 66 5C > 3C > 214B > 5C > 5D > 632146C (6247/34) Works anywhere. If too close to opponent to whiff 214D, try this: OD, FC 5D > 214D~C > 66 5C > delay 6B > 5C > 6C > 6B > j.214C > 6C > 623B > 5C > 5D > 632146C (5913/33) Works around start position, maybe a little farther. Or try this: OD, FC 5D > 214D~C > 66 5C > delay 6B > 5C > 2C > 6C > 22C > 66 5C > 3C > 214B > 5C > 5D > 632146C (5840/31) Works anywhere. If you don't like 5D, you can use 5C for a nice 5.9-6.3k depending on how good your spacing/timing is for the ice wave. Need a little over 50 meter though: OD, 5C > 6C > 2D > CT > 6B > 66 5C > 3C > 22C > 66 5C > 3C > 214B > 66 5C > 3C > 632146C (6306/22) Works anywhere. Can use 5B starter too, for around 5.5k+ damage minimum. If you are gutsy, go for 6C: OD, 6C > 2D > CT > j.2C > j.C > 66 5C > 3C > 22C > 66 5C > 3C > 214B > 66 5C > 3C > 632146C (6464/21) Works anywhere. I'll try to dump some stuff in the combo thread once I'm done trying more stuff out. Edited November 4, 2013 by cadacus_ater
Moy_X7 Posted November 4, 2013 Author Posted November 4, 2013 Good, I need some OD combos up there lol I'm gonna try to get the "close to the corner" combos done before I go to sleep. The "mid-screen" section is just about done.
PozerWolf Posted November 5, 2013 Posted November 5, 2013 Good stuff Moy_X7 on the j.C loop. Using that stuff into my combos now, loving it. It also works on 6C CH > Ice Ride (whiff) > 5C > 6C > 2D > CT > [combo] for a punish. Even when the 2D catches them too far, it's still successful on characters like Ragna.
Moy_X7 Posted November 5, 2013 Author Posted November 5, 2013 (edited) Yeah, it works off a 2C CH > (Delay) 6C too. Pretty good damage for a little effort, I have a feeling that they'll do something so that it no longer works in the next iteration lol. Edit: I just found out that if you hold C while doing 214D~C it'll come out immediately. That's a good thing to know for those 214D (Whiff) ~ C combos. Edited November 6, 2013 by Moy_X7
PozerWolf Posted November 6, 2013 Posted November 6, 2013 the next iteration Has there been word that they are developing a new version already?
xlolxlolx Posted November 6, 2013 Posted November 6, 2013 dont think so, but its obvious there's going to do like a bbcp2 or something along those lines for story purposes
Yuushiro Posted November 8, 2013 Posted November 8, 2013 Could people actually post combos on the combo thread...... that'll be great... lol.... I'll probably gonna move most of this over there too.... uh Also yea, nice found on the CT jc(loop) combos moy. lol. Definitely might be my next bnb perhaps.
Ice Cube Posted November 8, 2013 Posted November 8, 2013 Ice car D is burst-safe somehow. If your opponent burst during the ice car D active frames, you move on like no one's business. Even in corner. Drive them straight to corner from midscreen as well. Weird, and potentially useful.
xHarukashii Posted November 8, 2013 Posted November 8, 2013 nice find @moy, you can actually do a lot of CT stuff now.
Killey Posted November 8, 2013 Posted November 8, 2013 Kokonoe's hit box is too small and makes the j.2C, j.C whiff after crouching combos into 2D. If someone finds a different timing to get this work please post up but as it stands I don't think this combo works on her at all. Have to do a different midscreen variant after 2D. Ice car D is burst-safe somehow. If your opponent burst during the ice car D active frames, you move on like no one's business. Even in corner. Drive them straight to corner from midscreen as well. Weird, and potentially useful. Yeah, I've had this happen to me a few times as well but usually if I did a longer beginning string into 3C.
-ERC- Posted November 9, 2013 Posted November 9, 2013 Hi, any specific things I can practice in extend. The 623C j2C safejump for example. I want to work on some things before I get the game.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now