RifleAvenger Posted February 4, 2014 Posted February 4, 2014 (edited) Taking away j.2C j.C combos just sounds like Jin's midscreen combos are going to look even more monotonous. That's not even where our burst damage potential lies either. LOL at ice-sword buffing. InB4 Daigo strats in BB. (I'm actually worried if "stronger" means "faster," since that actually prevents me from running after a sword. We've already got wave super for punishing poor zoning) What I'm actually worried about is that these are just "teasers." In other words, it's looking like we're getting another round of Arc throwing spaghetti at the wall instead of just buffing the lower tiers and only nerfing the truly broken (Kokonoe). Edited February 4, 2014 by RifleAvenger
GroovyMango Posted February 4, 2014 Posted February 4, 2014 (edited) Honestly, I don't see how 236A buffs sound interesting at all in anyway what so ever. Of all things to buff for losing his fatal counter combo, why not buff 236D? Seriously, 236D is such a worthless move. Why can't I have 6D freeze time when it hits so I can get appropriate oki when ending my combos in 5B>5C>5D>236D?? Fuckin' arcsys. The idea I was thinking was if they buffed the air ones to work like the D version, he gets air movement back right away, then you can to tk j236A, then air dash in for pressure. A slightly safer way to approach would be nice. I like poking with the swords but it's such a commitment that it's almost never worth it. The biggest problem right now isn't the changes, it's the fact that they're so damn vague. I think we all just need to calm down and wait for the final change log to come out before we start spazzing about this nerf here or this buff there. We don't know what they're going to do, all we can do is hope that we're at least still lower top tier. Edited February 4, 2014 by GroovyMango
shtkn Posted February 6, 2014 Posted February 6, 2014 i do hope 236D gets buffed somehow because right now it's pretty pointless outside of OD gimmicks. then again it was never much use in the previous games
xlolxlolx Posted February 6, 2014 Posted February 6, 2014 i do hope 236D gets buffed somehow because right now it's pretty pointless outside of OD gimmicks. then again it was never much use in the previous games IT WAS GOOD........in CT......mid combo.... :sad: maybe they'll give his fireball the slash ky treatment and he'll become retarded then again, cp2 is his turn to drop to low-mid tier again
Jourdal Posted February 6, 2014 Posted February 6, 2014 (edited) I really liked the current version too. Maybe the trend will end ? I'm hoping its just the nerfing of loops or something? Or perhaps something like j2C>j2C>dash 5C won't work anymore, I'd be okay with that. Kokonoe,Litchi,Tao,Valk and Hazama will all still be good next version, just watch Edited February 6, 2014 by Jourdal
vanfleihight Posted February 8, 2014 Posted February 8, 2014 http://www.youtube.com/watch?v=V3RolWjm2uI&feature=youtu.be I made a short video for punishing Kokonoe's wakeup super ball. Couldn't figure out a way to make this work off 6C though
cadacus_ater Posted February 8, 2014 Posted February 8, 2014 No sweat, we still get tons of damage off of CH 5C. 6C might give more, but I'd take a solid punish over extra damage any day.
Putin Posted February 8, 2014 Posted February 8, 2014 I was actually wondering if we could do something like 6C > Hiyoku > get hit by ball > continue combo, which would definitely lead to serious damage, but unfortunately I haven't bought Koko yet to test it out myself. 5C > 6C > Hiyoku would be good too I guess if it's indeed possible
WintySoSolo Posted February 8, 2014 Posted February 8, 2014 apparently j236D will pull people out of the corner slightly for some reason. A string like 5C jD j236D airdash will cross up in the corner.
vanfleihight Posted February 8, 2014 Posted February 8, 2014 http://www.youtube.com/watch?v=DKetAU_A9PQ&feature=youtu.be Okay, here's 6C. It does more damage than the other one but has more ways of going wrong if you time it badly. As for ice arrow, it behaves really stupidly if you get hit by the super ball so you can't really get a combo off of it.
Putin Posted February 13, 2014 Posted February 13, 2014 Throw/Backthrow – Is now dash-cancelable when it hits. ...why? This has to be the most useless change I've seen. I doubt it'll give us more options than Musou cancel, and even if it's faster the combo timer won't really allow for any real changes. Especially if j.C/j.C2 are nerfed that badly and are uncomboable off bad starters now. 6A – Decreased recovery. Now this is nice. It'll probably still be minus on block, but it's definitely a buff. If for whatever reason it's plus... people are gonna be screaming "top tier" even louder now. Faster Hishouken recovery is also nice, maybe they want us to use the ground version instead of TKing the aerial one? Decreased Tousshou combo timer is meh, even though I see even good players going yolo and throwing it out raw every once in a while. And sometimes it works, probably because people are not used to blocking it low. But it's definitely not something you should be doing so it won't really affect us. CP2 Jin looking potentially better, especially if j.2C > j.C > whatever is just harder and not impossible. Fatal loops will most likely stay though.
Errol Posted February 13, 2014 Posted February 13, 2014 no, the recovery is increased. it is probably punishable on normal block.
shtkn Posted February 13, 2014 Posted February 13, 2014 yeah, that's a mistranslation, google translate says 6A recovery increased. also, it's not 236A that's faster: it's 236D
Putin Posted February 13, 2014 Posted February 13, 2014 Well, so much for buffs. It's already -4, so we'll probably get smacked in the face by 5f jabs for every blocked 6A. I hope at least DPing will save us so they think twice before pressing a button.
darkasjinksu§ Posted February 13, 2014 Posted February 13, 2014 (edited) With the Ragna buffs and the Jin nerfs, we might have ourselves a new scrub king. Seriously, though. It would've been nice if they gave us special cancelable 6A to compensate for the recovery increase. Also, his DP is supposed to cost 25 heat for a reason, so it should have gotten it's old P1 back. Edited February 13, 2014 by darkasjinksu§
Jyosua Posted February 14, 2014 Posted February 14, 2014 Well, so much for buffs. It's already -4, so we'll probably get smacked in the face by 5f jabs for every blocked 6A. I hope at least DPing will save us so they think twice before pressing a button. I'm more worried about the effect this has on hit. hitstun is 23 frames on ground hit and increasing this move's recovery will reduce its advantage on hit, since recovery doesn't change between hit and block. That's really bad news unless they also adjust the hitstun.
Jourdal Posted February 14, 2014 Posted February 14, 2014 (edited) Stunedge tweeted this "ジン、ほぼ変わらず。JCJ2C関連は相変わらず凍結>J2C>JC>5Bor5Cいけるしコンボ面は殆ど変更なさそう。投げdcは面白いけどムソウでいい気も。空中D波動はほんのちょっぴり変わった?ってレベルだけど地上版の溜めとかは明らかに速い。 まあ今まで通りですよってこと" Idk exactly, what it means. I asked him what the jin stuff meant and he responded: "he didnt change at all" Edited February 14, 2014 by Jourdal
xlolxlolx Posted February 14, 2014 Posted February 14, 2014 same shit, freeze>j.2c>j.c>5b/5c blah blah still works
Jourdal Posted February 15, 2014 Posted February 15, 2014 4 hours of tetsuwo http://www.youtube.com/playlist?list=PLZdIFjEqBX4J59aH-BqdW4ucxk3nCZmZu
Yuushiro Posted February 15, 2014 Posted February 15, 2014 My rough attempt on translation: Jin, pretty much didn't change at all. JC J2C still connect as usual. 2D> j2C> jC>5B or 5C also still combos. dash cancelling after a throw seems interesting but even with musou(ice car) it seems going to be the same thing. Air fireball D seems changed a bit? Seems like the attack level is higher? The ground version seems to hit and stay longer and comes out faster. Beside those everything else seems the same.
xlolxlolx Posted February 15, 2014 Posted February 15, 2014 ground version's charge is faster not comes out faster or stay longer looks like we're back to shit 6a on hit, jin's 5b trades with plat's 5a
Jyosua Posted February 15, 2014 Posted February 15, 2014 ground version's charge is faster not comes out faster or stay longer looks like we're back to shit 6a on hit, jin's 5b trades with plat's 5a Fuck. I knew it.
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