Haven Posted November 9, 2013 Posted November 9, 2013 Was messing around with some different side swaps this morning haha 5C > 2D CH sideswap http://www.youtube.com/watch?v=fdmLLfaI93U&feature=youtu.be crouch confirm sideswap http://www.youtube.com/watch?v=geqCSIYL9tI&feature=youtu.be 6C CH (this one is hella situational but it was funny) sideswap http://www.youtube.com/watch?v=-FGpEM-rCeM&feature=youtu.be
Moy_X7 Posted November 9, 2013 Author Posted November 9, 2013 Bwahaha, that j.B side swap is lulz. Almost anything that leads to 5B(1) > 5C > 6C side swaps, specially useful with j.2C roll punishes.
Putin Posted November 10, 2013 Posted November 10, 2013 (edited) How do you guys confirm 2C AA? In CSEX the untech time on CH was huge, so dash 5C was really easy. That's not the case in CP, but 2C being JCable on block means we can just autopilot jumping after 2C, and if it hits we confirm to j.2C? That's what I've been doing, 2C > j.2C > j.D > 5C > 2C > air combo, but I don't really know whether it's good autopiloting that jump or not Edited November 10, 2013 by Putin
cadacus_ater Posted November 10, 2013 Posted November 10, 2013 (edited) ^ So far I've only done AA 2C > 2D > stuff. Haven't done much with more vertical angles of impact yet. EDIT: For more vertical angles, you can do 2C > [8] sj.2C/sj.C > j.D, AD j.2C > j.C > 5B > 5C > 2C > 3C > 214B~C, though it might be somewhat tricky depending on spacing and your opponent's hitbox. 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. I would suggest working on TK's (2147X input), microdashes, quick execution, the j.2C > j.C loop, and not mashing out combos. Input accuracy seems a bit more important in CP. Also might want to discontinue using sekkajin to get used to what kind of combos you can expect to use for standing, crouching and CHs midscreen. I'm not sure if they work in CS:EX, but you could also try your hand at ...> 3C > RC > 5C/2C >... for when you want extra midscreen damage without sacrificing as much meter or an OD. An example combo from CP is 5B(2) > 5C > 3C > RC > 2C > 2D, j.2C > j.C > dj.2C > dj.C, 66 5B(2) > 2B > 5C > 3C > ice car EDIT: They do work in CS:EX, but the j.2C > j.C loop version can be difficult to land on anyone but taller characters. Edited November 10, 2013 by cadacus_ater
Moy_X7 Posted November 10, 2013 Author Posted November 10, 2013 How do you guys confirm 2C AA? 2C > sj.C stuff on regular hit and 2C > (Delayed) 6C on CH. I feel like the hitstun is almost as long as that of CSE's, you can get away with stuff that you would with CSE 2C FC (2C FC, 66 5C > 2C > 2D stuff)
Putin Posted November 10, 2013 Posted November 10, 2013 I wasn't concerned about the combo routes that much, more about whether autopiloting jump on hit and on block is ok. CH 2C > 66 5C feels way harder to me than it did in CSEX. Not hard in itself, but in EX you had a day and a half to confirm it into a swaggy air dash j.2C combo, top that
Moy_X7 Posted November 10, 2013 Author Posted November 10, 2013 I wouldn't auto-pilot it because you lose a lot of damage if you score a CH and you might even lose the hit-confirm itself if you're using it as a frame trap. Just practice it, eventually you'll get it down.
eQualz Posted November 10, 2013 Posted November 10, 2013 Auto-pilot jump cancelling isn't necessarily a bad thing to do as you can still combo of it even if they're standing. And if you feel like you can't 5C to connect you go with 5B. I'd rather lower the damage then drop the combo altogether. On another note, throw > run under > 6C reset does still work. Just need to delay 6C on backthrow since it combos if you're too quick, lol. Though if you delay it too much they have more time to react to it, so I'd stick with forward throw only if you're going for it.
shtkn Posted November 13, 2013 Posted November 13, 2013 made a video showing off one of jin's gimmicks with 623D RC
PozerWolf Posted November 19, 2013 Posted November 19, 2013 (edited) Kinda odd to have an S and N starter for most of his combos since Time Scaling does play a huge factor within' his combos. Things like, when it comes to EX Ice Ride, depending where you are determines an entirely different combo. Sometimes, small changes, but overall... yeah :x Not to mention, sometimes when doing combos sometimes it's best to keep it simple. Just seeing some of the combos, I notice the 3C combo can be optimize with 3C(CH)>2B>5C>6C>Ex IceRide (D whiff)~C>6C>6D>j.2C>jC>5B>5C>3C>TakTak doing like 50 more damage, but overall, ending with 6D into basic ground string tends to lead into more damage. Another thing I notice is when people are trying to do more damage, they add 2C. Sometimes it's best to remove 2C, granted it does damage but it scales so hard. Removing it in some combos can allow for another extension, making the overall combo do more damage. A combo I was checking in particular was: "B+C > 214B (whiff), 2C > 6C > CT, OD, 6C > 6B > j.214C, 6C > 623B > 3C > 632146C" When removing 2C and placing a 6D after the 6C will give this combo more damage. And because 2C was removed, you can add the 6D and still get the 3C in the end. Where as, putting them together, the Super won't work, and without the pushback from 3C, you're not getting the full damage. Oh yeah, and TakTak = 22C, lol. Edited November 19, 2013 by PozerWolf
BlackYakuzu94 Posted November 19, 2013 Posted November 19, 2013 I love how my first time going into training mode with Jin, and think of a 5K combo like that.....wow.
xDaRkNeSsx JiN Posted December 9, 2013 Posted December 9, 2013 Ok so how do you do the Hizangeki whiff? I can't figure it out for the life of me
-Kid Posted December 9, 2013 Posted December 9, 2013 Ok so how do you do the Hizangeki whiff? I can't figure it out for the life of me You have to delay the j.2C when you IAD. So IAD > delay j.2C > j.C > hizangeki whiff The timing for delaying the j.2C might be character specific. The j.2C should be used closer to the end of the IAD and the j.C should be used immediately.
eQualz Posted December 9, 2013 Posted December 9, 2013 What is this Hizangeki whiff, making it not come out at all? Though what would you do with that in the first place
Putin Posted December 9, 2013 Posted December 9, 2013 What is this Hizangeki whiff, making it not come out at all? Though what would you do with that in the first place Hizangeki whiff > land > low It only works if they actually react to Hizangeki though lol
eQualz Posted December 9, 2013 Posted December 9, 2013 lolwut. I don't really see the point to waste 25 heat, if you just could do j.2C > 2B instead.
Putin Posted December 9, 2013 Posted December 9, 2013 It's just another thing for the opponent to be careful about. Hizangeki's animation is kinda obvious so it's easy to mess with them. The mixup is also pretty fast: http://youtu.be/1eTukLqie6M
-Kid Posted December 9, 2013 Posted December 9, 2013 (edited) http://www.youtube.com/watch?v=1eTukLqie6M It's only recommended to be used against a competent player or someone you've conditioned to expect the Hizangeki overhead. It's pretty much just a swag tool. You have to remember that you are using 25 heat...to hit with a 3C. I guess it's good to know anyway because most people auto-pilot a high block as soon as they see j.2C > j.C. I'd probably only use it just to be flashy, there are better tools to help you go into lows like j.2C > 2B and j.2C > j.C > 5A > 2B after a heavily prorated combo. Edit: Putin got the link before me. Edited December 9, 2013 by -Kid
PozerWolf Posted December 9, 2013 Posted December 9, 2013 Don't knock out on the mix up, it works. Been using it, it gets better especially if you've been doing things such as j2C>jC>Hizangeki, causing Hizangeki to hit. Another mix up to call out others in auto pilot is j2C>...>Land>2B The ... is basically nothing. You're just falling from j2C and landing a 2B. Of course, like the previous mix ups stated, this requires conditioning your opponent.
eQualz Posted December 9, 2013 Posted December 9, 2013 Meh, I still feel like it's not worth the meter for such a gimmick. Then again you'd be laughing if you see me spending my meter for stupid stuff like 214B > RC > 2B :v
PozerWolf Posted December 10, 2013 Posted December 10, 2013 Meh, I still feel like it's not worth the meter for such a gimmick. Then again you'd be laughing if you see me spending my meter for stupid stuff like 214B > RC > 2B :v Never limit your options when doing any kind of mix up, regardless how silly it is. It's always useful to have more tools in the tool-shed.
-Kid Posted December 10, 2013 Posted December 10, 2013 Never limit your options when doing any kind of mix up, regardless how silly it is. It's always useful to have more tools in the tool-shed. I agree. It's still useful to know, even if you don't use it. Just one of many more things that Jin can do.
Jourdal Posted December 10, 2013 Posted December 10, 2013 NEC is over...i can probably start regularly updating the video thread again haha. Not that i think we really need to watch footage anymore.
PozerWolf Posted December 11, 2013 Posted December 11, 2013 I agree. It's still useful to know, even if you don't use it. Just one of many more things that Jin can do. well, in eQualz's defense, the mix up does have a lot of faults. Hence why it's a kind of mix up you should once or twice in a blue moon. Since it's from an IAD, you're eliminating a lot of fuzzy guard mix ups that jump in j2C would normally provide. IAD, even at the lowest peak, would cause jC to whiff had the opponent continue to only block low, forcing you to do j.D as the conversion off j2C IAD, or j.B from the get go, but making it hard for you to do EX Air Attack (whatever it's called). So all in all, it's a good tool, but not a very powerful tool. Best to do stuff like long ass combo > 6D>JumpIn>j2C>jC>2B Delaying the j2C > jC allowing it not to combo, but fuzzy guard it to hit high. Or fake jC into 2B, etc etc. A lot more possibilities, ya'? All safe jumpable too. IAD, you limit yourself. But it's not an option that should be ignored. Sorry for I'm just going on.
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