Putin Posted February 26, 2014 Posted February 26, 2014 But it's also great for harassing opponents without meter. When I use it often I easily get low confirms because some people try to yomi block, plus it makes them antsy and more likely to screw up in general. Without 6A... what else does Jin have midscreen? You can't go for pressure resets and jump cancel j.2C for ever, people will start to recognize them easily and mash you out. Plus 6A > pink throw doesn't work on block iirc It's a pretty hard hitting nerf imo, since it'll be more dangerous to open up opponents up close. Both dangerous and with shit reward, its only advantage now is its speed
tuka Posted February 26, 2014 Posted February 26, 2014 Any decent player who fights Jin should know that 6A is useless without meter, I know what you're talking about but it mostly applies for those inexperienced in the match-up. I still think it's not that bad.
bakahyl Posted February 26, 2014 Posted February 26, 2014 Any decent player who fights Jin should know that 6A is useless without meter, I know what you're talking about but it mostly applies for those inexperienced in the match-up. I still think it's not that bad. Define "inexperienced in the matchups", because 6a used to work quite well in the japanese videos even against top players
tuka Posted February 26, 2014 Posted February 26, 2014 Define "inexperienced in the matchups", because 6a used to work quite well in the japanese videos even against top players Yes, its does work well, they just get hit for 600 damage and don't care since it end there. It's a whole different story with 50 meter and the threat of 3K/corner mixup.
PozerWolf Posted February 26, 2014 Posted February 26, 2014 Any decent player who fights Jin should know that 6A is useless without meter It's been a long time since I read something this stupid before. You should go to GameFAQs, as its obvious that site is more suited to you. BTW, when something says something like: "Combo Rate Time changed to Fast" What does that mean? Guessing they're bad starters now? I'm assuming that EX Ice Ride combos are not as powerful anymore, or am I reading that wrong? If this is a tone down, I hope they don't over do it with these changes. Arcsys is knowing for "taming things" when in reality, that shit makes the game boring
TekkamanArk Posted February 26, 2014 Posted February 26, 2014 BTW, when something says something like: "Combo Rate Time changed to Fast" What does that mean? Guessing they're bad starters now? I'm assuming that EX Ice Ride combos are not as powerful anymore, or am I reading that wrong? If this is a tone down, I hope they don't over do it with these changes. Arcsys is knowing for "taming things" when in reality, that shit makes the game boring BBCP has a sort of "combo timing", where fast attacks give a very short amount of time to combo after, and heavies have a longer one.
tuka Posted February 26, 2014 Posted February 26, 2014 It's been a long time since I read something this stupid before. You should go to GameFAQs, as its obvious that site is more suited to you. I'm here since I think the level of knowledge and people is much higher than the other places, are you trying to prove this wrong? I'm all open for opinions so hit me as hard as you like with some solid reasoning, don't be an asshole.
shtkn Posted February 26, 2014 Posted February 26, 2014 SoWL did a translation: http://www.dustloop.com/forums/showthread.php?17720-CP-News-Gameplay-Discussion&p=1607287&viewfull=1#post1607287 Jin: - Negative Penalty Resistance decreased from 6 to 4. - Front and back throws are now special-cancelable with proper timing, as well as dash-cancelable. - j.C and j.2C have their hitstun decreased from 19 to 17 frames on grounded opponents. Hitstun on airborne opponents remains the same. - 6A is now level 3 rather than level 4. Recovery is increased from 20 to 22 frames. Now -8 on block, +1 on hit, +8 on counter-hit. - Hishougeki has its recovery decreased by 9 frames (now +0 on block, +22 on hit). The charged version comes out 9 frames earlier. - Fubuki is now active from 6th to 8th frame, with invuls on frames 4 and 5. Proration increased from 82% to 89%. - Musou Tosshougeki is now a Fast combo starter. - First hit of Hirensou is now a Fast combo starter (the second hit is still Normal). Only difference between what he translated and what i translated were the notes on fubuki.
Lucien Posted February 26, 2014 Posted February 26, 2014 Dash cancelable throws now, eh? Can't wait to see what silly stuff people come up with for that.
Moy_X7 Posted February 27, 2014 Author Posted February 27, 2014 lol at the 6A nerf, like that move needed to be nerfed at all.
xDaRkNeSsx JiN Posted February 28, 2014 Posted February 28, 2014 I really really hope the dash cancel throw thing is worth, because it seems like they just took things away from him for no reason. That said, the stream featuring the changes made it look like he will more or less be the same.
Errol Posted February 28, 2014 Posted February 28, 2014 i think you'll feel better when you see what they did to tao
Putin Posted March 1, 2014 Posted March 1, 2014 Since throw dash cancel supposedly recovers 10f faster than Musou cancel, its only benefit might be the ability to dc > OD > 6C off forward throw as well. I don't know any optimal OD combos using that route though, so it might end up being the most useless buff ever lol
Yuushiro Posted March 2, 2014 Posted March 2, 2014 if you can actually cancel it before the 3rd hit hits, it becomes so much better to combo in the corner. But I don't think that's the case so yea. That change won't really do anything
xlolxlolx Posted March 3, 2014 Posted March 3, 2014 probably can do throw>dc>stuff>c dp>5b>sekka or some shit aka nothing's changed
darkasjinksu§ Posted March 3, 2014 Posted March 3, 2014 (edited) Well, it's 10 frames less hitstun decay. It might open up some slightly better combos. Something like: Throw-DC-j.2C-j.C-5B(1)-5C-2C-3C-214B-C. Certainly not a big change, though. Edited March 3, 2014 by darkasjinksu§
Putin Posted March 3, 2014 Posted March 3, 2014 (edited) Well, it's 10 frames less hitstun decay. Hmmm I didn't think about it that way. In this case, double sekka corner combo could be replaced by Throw > dc 5C > 6C > Rehhyou > 5B > 5C > Sekka > 5B > 5C > Sekka Atm the combo only works if you omit the last 5C but that doesn't allow j.2C to catch rolls afterwards (or the timing is just weird). It still does a little more damage than double Sekka though, so if we can add the final 5C it's gonna be the new optimal route. Edited March 6, 2014 by Putin
Jyosua Posted March 3, 2014 Posted March 3, 2014 SoWL did a translation: http://www.dustloop.com/forums/showthread.php?17720-CP-News-Gameplay-Discussion&p=1607287&viewfull=1#post1607287 Only difference between what he translated and what i translated were the notes on fubuki. Like Errol said, yours was correct. I got the same thing as you when I translated it, not that it means much. :V
xlolxlolx Posted March 3, 2014 Posted March 3, 2014 id imagine the most he'd get out of it would be throw>dc>2c>tk hizansen>3c>5b>5c>sekka>5b>sekka
Jyosua Posted March 5, 2014 Posted March 5, 2014 id imagine the most he'd get out of it would be throw>dc>2c>tk hizansen>3c>5b>5c>sekka>5b>sekka 3C doesn't gatling into 5B though. Did you mean 2B? (I wish 3C had a reverse gatling...)
Putin Posted March 5, 2014 Posted March 5, 2014 He probably forgot to type Musou inbetween In other news, Fenrichi reached 20dan? Has this ever been done before?
cadacus_ater Posted March 8, 2014 Posted March 8, 2014 Yeah, he just neglected musou. I tried it out myself with RC > 66 2C and it looks like it could net around 3.2k in the corner. We can do a 5C variant of it with musou cancel, but it is hella tricky to time. Throw > 214B (whiff), 66 5C > tk j.214C, 3C > 214B, 5B(1) > 5C > 22C, 5B(1) > 22C gives 3161 damage and 22 heat.
xlolxlolx Posted March 8, 2014 Posted March 8, 2014 yeah i forgot to type ice car after 3c they pooled together to see if 20 dan was possible since fenricchi was probably the closest
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