Dawn of Musou Posted January 29, 2015 Posted January 29, 2015 Random, accidental and unnecessary 1.1 discovery, not sure if this was already known but on FC hit, you can do 6C>5B in the corner if you hit the opponent high enough. Not sure if it'll work in 2.0 cause blowback change but I found it pretty funny. Not by my PS3 right now so I don't remember the combo exactly but it was something like: 5D(FC)>214D~C>5C>6C>5B>5C>6C>5B>5C>6C>6D>5B>5C>j.C>Hizansen. you can substitute EX ice car with EX DP or 66>5B>5C>6C>214B but if you go the dash>5B route, you'll have to remove one of the 5B>5C>6Cs. Did something like 3.7-3.9K Serves no purpose cause you can get better damage in a better combo but I thought it was entertaining. Also this is late but isn't the reason OD Hizansen>astral works now due to Hizansen's shorter landing recovery?
LaowPing Posted February 6, 2015 Posted February 6, 2015 Regardless, you still have to charge the input. Both hizansan and 6C don't allow enough time to do that.
cadacus_ater Posted February 10, 2015 Posted February 10, 2015 It looks to me like his astral animation has been sped up. You may still need to charge it like before, but the ice sheet comes out faster than before from what I'm seeing. In CP 1.1, the earliest I can get out Astral after OD 6C is when the opponent is just starting to get off the ground, before the apex of the arc and just before Jin's Japanese VA finishes saying the first word of his two word line for 6C. However, he is still a few frames from finishing his animation to stab into the ground by the time the opponent has landed and broken free of the freeze (later if done non-counter hit). So I'm thinking the astral animation has just been sped up, especially if it is possible to whiff Throw > Astral as shown here: https://www.youtube.com/watch?feature=player_detailpage&v=DGCpxNGoD2o#t=439
shtkn Posted April 12, 2015 Posted April 12, 2015 got to try out cpExtend yesterday, here's a few small things i noticed: *214B (1) floats opponent on ground hit *214B (2) doesn't travel as far *623D is a really shitty starter. 623D , 2B > 5C does not combo. 5C > 623D, 2B > 5C does combo. *j.214C does hard knock down on ground hit, but not on air hit. Has a little landing recovery, definitely not as much as the last game. *2D freeze time shortened, couldn't link into 6B afterwards. 2D special cancel timing is late, need to wait for jin to start putting sword back in scabbard before you can special cancel. 2D frame advantage felt like it was +0? not too sure. *5D > 236D does not combo unless really close i think i don't know what combo is off fatal 22C, should have researched this beforehand, i assumed i could just go into the j.2C > j.C loops, but i couldn't get it vs Bullet when i tried
Moy_X7 Posted April 13, 2015 Author Posted April 13, 2015 Mmm, so that's why we usually see Jins just go for 66 3C > 214B~C off a DP D confirm. Well, I'll take some damage and momentum than just a breather mid-screen from a successful DP D. Yeah, kinda figured that 2D would lose its frame advantage now that it's special cancelable. As for 22C FC, probably something like 22C FC, 5C > 2C > 6C > 2D, 66 5C > 2C > 6C > 214B~C, 2B, 5C > Air Combo. I've seen Fenrichi use DP Cs in combos mid-screen, so you could probably add one of those during the 2B OTG follow-up.
LaowPing Posted April 13, 2015 Posted April 13, 2015 DP D was already a short starter so it's not surprising. 2D is going to be weird now that we have to use it differently. Thank god 5D isn't the fatal counter anymore. Needing meter follow it up was annoying. Did you try any new combos from 2.0? Do they feel like the same amount of difficulty? How strict is sekkajin refreeze timing? Sent from my ZTE-X500 using Tapatalk 2
Dawn of Musou Posted April 13, 2015 Posted April 13, 2015 Thanks for the details, it was a pretty enjoyable stream. You think something like CH 5C>TK Hizanzen>2B would work on ground hit then? Also did you get to try stuff with air hit 6B? I remember seeing you can follow it up now but I don't actually see any of the JP players use it.
shtkn Posted April 13, 2015 Posted April 13, 2015 the only main combo i tried doing was ice car (2) pickups. 6C > 2D > jc > j.2C , 5C > 6C > 214B~C , 2B > 5B > 22C sekkajin refreeze time is about as long as 214D (1) i think. i tried, but couldn't get a 6C haha didn't try antying with air hit 6B, forgot about that completely i doubt tk hizansen will lead to anything... maybe on fatal? doubtful now that i think about it
LaowPing Posted April 13, 2015 Posted April 13, 2015 The timing on refreeze into 6C must be strict then. Were the ice car pick up combos easy? Also, thanks for the info. Sent from my ZTE-X500 using Tapatalk 2
Jourdal Posted April 14, 2015 Posted April 14, 2015 *623D is a really shitty starter. 623D , 2B > 5C does not combo. 5C > 623D, 2B > 5C does combo.Still better than 1.0/1.1 though? I mean you don't have to spend 50 meter to follow it up midscreen. In the corner off raw D DP i usually just see 6C>CDPI've seen like D DP>dash 3C>ODC into a 4k OD combo. Really useful for finishing someone and 25 less meter than it would have been in 1.1 You can also do D DP>dash 6C>Ice arrows for another quick kill. Midcombo like...5B>5C>D DP midcreen can be followed up with 2B>5C>2C>6C whiff stuff etc so that's definitely a nice reward. Also did you get to try stuff with air hit 6B? I remember seeing you can follow it up now but I don't actually see any of the JP players use it.Fenrich is the only one who does it...he's the only one who does a lot of things. He likes to do something like air stuff>jD>land>sekka refreeze>6C>6B>5B>5C>air stuff. He's also the only one who foes for refreeze 6C regularly. Speaking of...i think i heard it was character specific so maybe that's why it didn't work for Shtkn.There's also an air hit 6B loop that i saw him try in training mode. He does a lot of interesting things in training mode...3C>touga>otg in the corner is a thing for example.
Dawn of Musou Posted April 14, 2015 Posted April 14, 2015 Do you have the footage for that? Sounds pretty cool and could help me with training mode stuff when the game comes out next week.
Jourdal Posted April 14, 2015 Posted April 14, 2015 Unfortunately no...it was on a nico archive where there was a triple stream set up and he was on the small screen you could barely make out who it was. The loop is like 6C>6B>5B(1)>5C>6C>6Betc i think you get 2 reps?
Jyosua Posted April 22, 2015 Posted April 22, 2015 2D frame advantage felt like it was +0? not too sure. From my testing, it was +1. I tested it against 6 and 7 frame normals. 2A after a blocked 2D traded with 6 frames, but I beat 7 frame normals. Could have been some hit box funk in there, but I'd bet on +1.
LaowPing Posted April 22, 2015 Posted April 22, 2015 Still better than 1.0/1.1 though? I mean you don't have to spend 50 meter to follow it up midscreen. In the corner off raw D DP i usually just see 6C>CDP I've seen like D DP>dash 3C>ODC into a 4k OD combo. Really useful for finishing someone and 25 less meter than it would have been in 1.1 You can also do D DP>dash 6C>Ice arrows for another quick kill. Midcombo like...5B>5C>D DP midcreen can be followed up with 2B>5C>2C>6C whiff stuff etc so that's definitely a nice reward. Fenrich is the only one who does it...he's the only one who does a lot of things. He likes to do something like air stuff>jD>land>sekka refreeze>6C>6B>5B>5C>air stuff. He's also the only one who foes for refreeze 6C regularly. Speaking of...i think i heard it was character specific so maybe that's why it didn't work for Shtkn. I thought everyone was the same when frozen? Sent from my ZTE-X500 using Tapatalk 2
Dawn of Musou Posted April 23, 2015 Posted April 23, 2015 These new combos are hype. Tested 5B>5C>5D>Sekka on everyone while in the corner (you gotta be right next to the opponent for it to work). 5C>5D>Sekka seems to work on everyone. Here are results: -Doesn't work on Hazama and Tager, but 5B(1)>5C>5D>Sekka works if Sekka is done as soon as possible -It'll drop on Litchi, Lambda and Nu if Sekka isn't done as soon as possible. Same goes for 5B(1)>5C>5D>Sekka If you make those adjustments, it should work fine on them and works fine on everyone else as long as you're next to them completely in the corner.. 5B>5C>5D>Sekka>6C>6D>5B(1)>5C>6C>623C>5B(1 or 2 depending on height)>5C>j.C>j.214C is either 3646 or 3702 depending on if the last 5B was 5B(1) or 5B(2) and gives 27 meter. Also tried air hit 2C>6B. Only works at pretty low heights but gives good damage if it lands. You can also do it off Sekka>D. Something like: 5B>5C>22C~D>662C>6B>5B>5C>2C>j.2C>j.C>J.2C>J.C>j.214C is 3629 damage. Really liking this iteration of Jin so far
LaowPing Posted April 23, 2015 Posted April 23, 2015 Any chance you can do an ice car variant of the last combo for oki? Sent from my ZTE-X500 using Tapatalk 2
Moy_X7 Posted April 23, 2015 Author Posted April 23, 2015 Good stuff Dawn of Musou, good to know that the 5D > Sekka combo works on everyone in the corner with some minor adjustments. From what I've seen, quite frankly I prefer vanilla CP Jin over this one but hey, at least he's still high-top tier lol.
Dawn of Musou Posted April 23, 2015 Posted April 23, 2015 Yeah, I thought it'd be more character-specific and it's cool that it isn't. It's almost 4K meterless and a free EX move to use since 27 meter gain. I can see why the JP players don't use it much though. You literally have to be right on top of them in the corner, if you're at any range farther it'll likely drop. On top of that, getting the 6C after the Sekka reset took a little while to get used to. It's kinda hard to time correctly. Overall though I'd say it's worth it to learn.
Psycho Posted April 23, 2015 Posted April 23, 2015 Thought id share my list of stuff. Corner 5b-5c-5d-sekka.. Feels inconsistant on some people but it's still possible. Left it out for now. Midscreen A Starter 5a(2a)-5b-5c-3c-214b~c [1914] 5a(2a)-5b-5c-3c-214d-22c-5c-3c-214b~c [2476] (co)5a-5b-5c-6c-2d-22c-5b(1)-5c-3c-214b~c [2406] 6a-RC-5c-2c-6c-2d-55c-6c-214b(w)~c-2b-5c-2c-sj-air ender [3420] (AA)5a-5b(1)-5c-2c-sj-j.5c-j.5d-22c-5b(1)-5c-3c-214b~c [2440] B Starter 5b-5c-2c-3c-214b~c [2203] 5b-5c-2c-3c-214b~c-RC-2b-5c-6c-delay-2d-55b-5c-2c-super jump-air ender [3483] 5b-5c-5d-214d-22c-2b-5b-5c-2c-3c-214b(w)~c [2977] j.5b-5b-5c-5d-214d-22c-5b-5c-3c-214b(w)~c [2388] 5b-5c-2c-22c~d-55c-2c-6c-214b(w)~c [3240] (co)5b-5c-2c*-6c-2d-55c-6c-214b(w)~c-2b-5c-2c-air ender [3776] *Omit if started with 2b (co)j.5b-5b-5c-6c-2d-55c-6c-214b(w)~c-2b-5c-2c-air ender [2983] (AA)5b-5c-2c-sj-j.5c-j.5d-22c-2b-5b-5c-3c-214b~c [3226] C Starter 5c-5d-214d-22c-2b-5b-5c-2c-3c-214b(w)~c [2925] (co)5c-6c-2d-55c-6c-214b(w)~c-2b-5c-2c-air ender [3864] (AA)2c-j.5c-j.5d-22c-2b-5b-5c-3c-214b~c [2993] j.5c-5c-5d-214d-22c-5b-2b-5c-3c-214b~c [2528] Special Starter (CH)623c-5b(1)-5c-2c-Air ender [2343] Throw Throw-Dash-22c-2b-5b-5c-2c-3c-214b~c [2906] Close to Corner B Starter 5b-5c-2c*-3c-5d-214d~c-2b-5c-2c-6c-214b(w)~c-2b-5c-2c-air ender [3636] 5b-5c-2c-3c-5d-214d~c-2b-5c-6c-623c-5b(1)-22c [3397] C Starter 5c-5d-214d~c-2b-5c-6c-214b(w)~c-2b-5c-Air Ender [3400~] 5c-5d-214d~c-6c-6d-5b(1)-5c-2c-623c-5b(1)-5c-22c [3567] 5c-5d-214d~c-6c-6d-5b(1)-5c-2c-623c-5b(1)-5c-Air Ender [3767] Corner A Starter 6a-RC-5c-2c-6c-6d-6c-6d-5b(1)-5c-6c-623c-5b(1)-5c-22c [3593] B Starter Same as close to corner (AA)5b-5c-6c-623c-5b(1)-5c-6c-6d-22c-5c-3c-214b~c [3780] (co)5b-5c-2c-6c-6d-5c-2c-6c-214b(w)~c-2b-5c-2c-sj-air ender [4060] (co)5b-5c-2c-6c-6d-5c-2c-6c-623c-5b(1)-5c-22c [3747] C Starter Pretty much the same as above 6c-6d-6c-CT-5c-2c-6c-214b(w)~c-2b-5c-air ender [4500~] 6c-6d-55c-2c-6c-623c-5c-2c-6c-214b(w)~c [4144] Throw Starter throw-66-5c-2c-6c-214b(w)~c-2b-5c-airender [3321]
dot_Nova Posted April 23, 2015 Posted April 23, 2015 Has anyone tested if you can be punished for doing 5D > 236A as pressure ender? Like if you're spaced to where there's a gap between the two or if you delay the 236A for too long, can someone fuzzy jump in and punish you? Also if you're not spaced properly, can someone IB the sword then go in and punish? I'm curious as to how minus you are after the sword and which ranges would be safe to use it in. And man, it's gonna take some getting used to the decreased range on sekka and the decreased horizontal hitbox on j.2C (I might just be really rusty and imagining it :V ).
Psycho Posted April 23, 2015 Posted April 23, 2015 definitely not imagining it. I'm having trouble with j.2c also.
Cashus Posted May 4, 2015 Posted May 4, 2015 So how do you go about dealing with people that wont stop jumping? 2C is cool until it whiffs. DPs seem risky. I air to air with j.C but that doesnt stop people and i feel like the whole match is just jumping. any help?
drzero7 Posted May 11, 2015 Posted May 11, 2015 Any advice for Jin's corner combo of 5B,5C,5D, 22C, 6C combo in corner, Like it seems you have to be REALLY be close to corner or else 22C will whiff from 5D, also sometimes I drop 6C after 5D, 22C.
Rhythmic Posted May 12, 2015 Posted May 12, 2015 There isn't much to it, you have to be close or it won't work. Pretty much the only time I ever get to do it is when done off a safejumped j2c (you can j2c 66 5b due to the relatively long hitstun) or mixup j2c. You just have to accept that you have to use 25 meter in BBCPE to get real damage on non-ch standing opponents. oh and for 6c after 22c, it's just a matter of timing, but I recommend using advanced input. as soon as the 22c ends, hold 6c and it should work also http://www.dustloop.com/forums/index.php/topic/10671-cpex-jin-gameplay-discussion/
drzero7 Posted May 14, 2015 Posted May 14, 2015 thanks also 5b-5c-2c*-3c-5d-214d~c-2b-5c-2c-6c-214b(w)~c-2b-5c-2c-air ender [3636] 5b-5c-2c-3c-5d-214d~c-2b-5c-6c-623c-5b(1)-22c [3397] how do you combo 3C into 5D for Jin? isn't that impossible?
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