PozerWolf Posted November 26, 2008 Posted November 26, 2008 236+B. I just realize I was typing my commands backwords. Oops... I'll fix that later if anyone cares, lol. But yeah, that's supposed to be the ice ride move (214+B).
artarian Posted November 27, 2008 Posted November 27, 2008 just wanted to comment on something....28c and 28d........are those real moves? i dont think those exist.....also, there was no mention of 623a/b/c/d.........and his specials according to the picture of his moveset is 236236c/d but i believe they are actually 632146c/d........any info on this?
Rage McDanger Posted November 27, 2008 Posted November 27, 2008 Yeah the movelist in the 1st post needs updating. The commands you have are correct. the 28 moves are now the 623 moves.
Rage McDanger Posted November 27, 2008 Posted November 27, 2008 But, how exactly is it a "key part" in his combos? I guess the extra damage isn't bad, but you lose the knock down, which to me = blehhhhh. My only complaint about Jin is that his overhead (6A) has no fuckin' range it's annoying! I wish it had just a little bit more range, jeez!!! >_< Um, I guess I assumed it was important to know for transitioning into air combo for racking up teh damages. But as I couldn't do it and haven't seen it in a vid I don't really know. Just trying to scrape together info for a new game I don't know much about but am excited for! Also, yeah 6A stinks.
FoxSpirit Posted November 27, 2008 Posted November 27, 2008 JWong does some very interesting Jin stuff in this vid: http://www.youtube.com/watch?v=Ws_g3cL42us The kick that cancels into the projectiles looks like an awesomely safe zoning tool. Also, see the effect when you are under negative penalty AND have bursted. YOINKS!! Also, someone made a basic Jin combo compilation, some nice stuff: http://www.youtube.com/watch?v=X3KL0_Rrlv4 Especially the Ice-spike pullback combos are nice.
H-F Blade Posted November 28, 2008 Posted November 28, 2008 Yeah the 6B-> air projectiles is really nifty. I was toying around with it when I had the chance to play the game early a month ago. It's safe because the projectiles propel him backwards. I think we should come up with some Jin specific lingo as a way to describe his moves so they're easier to recognize. Here's a few suggestions: 236_: Ice Edge 214_: Ice Dipper 632146C: Diamond Dust And yeah, the first post really needs to be updated. :V
XAQshinor Posted November 28, 2008 Posted November 28, 2008 i actually have already been calling 236 ice edge haha, 214 should be haircar though and i dont get the reference on diamond dust.
Alternate275 Posted November 28, 2008 Author Posted November 28, 2008 And yeah, the first post really needs to be updated. :V My bad. I'll hop on updating that first post momentarily
H-F Blade Posted November 28, 2008 Posted November 28, 2008 Alright cool. I would agree with 214_ being hair car but I suggest Ice Dipper for two reasons: 1- there's no hair involved 2- Although 214A is one hit, the B and C versions are more akin to Ky's stun dipper attack which is two hits (travels forward, slash at the end) whereas Millia's hair car is only 1 hit. And its applicable as a ground combo finisher (like stun dipper) whereas hair car is rarely used for the same purpose. Ice Car would probably be a viable substitute as well. The Diamond Dust is reference to the summon/guardian force Shiva from the Final Fantasy games where she does an attack that creates a trail of ice that freezes the enemy. Whatever names the majority decide on is fine with me.
TheSlyMoogle Posted November 29, 2008 Posted November 29, 2008 Ok So Pozer: What move are you talking about with Jin being invincible on start? I didn't understand. If you could describe the move to me? Ky hasn't been able to play the game yet (Fuck School) but we're going to play it in 2 weeks. Since there is no Anji-like character in this game, I'm playing the KY dude! FUCKIN A!
PhaethonH Posted November 29, 2008 Posted November 29, 2008 Can anyone find out if 6C dash cancel can loop? I managed to get this without dark combo against computer Noel: random anti-air 5D, 6[6]C, 6[6]C (KO), one more 6[6]C for the hell of it and combo count not dark.
Mike Z Posted November 29, 2008 Posted November 29, 2008 After KO it won't go dark for a really long time, you could juggle with 5A, run, 5A and it would be a 'real' combo.
Alternate275 Posted November 29, 2008 Author Posted November 29, 2008 Anybody got anymore details on Jin's special moves?
PozerWolf Posted December 1, 2008 Posted December 1, 2008 JWong does some very interesting Jin stuff in this vid: http://www.youtube.com/watch?v=Ws_g3cL42us The kick that cancels into the projectiles looks like an awesomely safe zoning tool FYI: It's not very safe nor is that hop kick if you get too preditable with it (or 6C after 5C is unsafe too, but makes a good frame trap I guess). Tho, I have no idea how safe the hop kick (6B) is on block, but it seems like your not at a disadvatange when they do block it. Ok So Pozer: What move are you talking about with Jin being invincible on start? I didn't understand. If you could describe the move to me? What? Anybody got anymore details on Jin's special moves? What do you want to know?
Voomer Posted December 1, 2008 Posted December 1, 2008 Interesting bnb by jin in thess vids, he trys lots of varations of it. Especially in the last vid. http://www.nicovideo.jp/watch/sm5414777 http://www.nicovideo.jp/watch/sm5415676 http://www.nicovideo.jp/watch/sm5414472
Rage McDanger Posted December 2, 2008 Posted December 2, 2008 I'm guessing general info for the 1st post yeah? 236A/B/C - fireballs come out at varying speeds. B comes out fastest. air 236A/B/C - air fireballs come out at SAME speed, different angles. A is sharpest angle down. B is about 45 degrees. C is straight forward. 236D - essentially a "charge ice edge" multi hitting and freezes. 623A/B - the mist finer. A version comes out faster. 623C - vertical slash. This functions as a dragon punch that stays on the ground. High priority. 623D - This move has 2 hits. 1st hit is a circular flash that hits all around Jin and freezes. It has retarded priority and will beat almost everything including supers. The 2nd hit can be delayed by holding D and is a large horizontal slash. It can be airdashed over if the 1st hit whiffs. Also after the 2nd hit knocks the opponent across the screen you have plenty of time to combo into the slash super. Very good damage! 214A/B/C - The ice car. Range varies with button. A is shortest. B/C will do a followup hit that looks like a jump C. 214D - similar to 214C except follows with a horizontal slash that will knock opponent across the screen.
Alt Posted December 2, 2008 Posted December 2, 2008 Does anyone have advice on the timing/spacing for the 5C6C link? I can't land it consistently.
MexLuthor Posted December 2, 2008 Posted December 2, 2008 Does anyone have advice on the timing/spacing for the 5C6C link? I can't land it consistently. VS Crouching only?
PozerWolf Posted December 2, 2008 Posted December 2, 2008 Does anyone have advice on the timing/spacing for the 5C6C link? I can't land it consistently. Yeah, it's crouching only.
Akureikaze Posted December 2, 2008 Posted December 2, 2008 saw this jin doing 5B(2hit) 5C jc j.B j.C, but after I can't remember what it was he did the j.B like as soon as he jumped to hit them and as he was falling did j.C to continue the combo i landed the all the way up to the j.C once, but I couldn't get it after looks like it'd only work on tall standing characters?
Alternate275 Posted December 2, 2008 Author Posted December 2, 2008 What do you want to know? Any kinds of info to fill in that empty space in the first post I'm guessing general info for the 1st post yeah? Yes, and thanks for the input EDIT: First post briefly updated. Added brief move descriptions. Corrected movelist to the finalized movelist.
Rage McDanger Posted December 2, 2008 Posted December 2, 2008 Also, I forgot to add: air 236D shoots all 3 air fireballs at the same. and they now freeze obviously.
shtkn Posted December 3, 2008 Posted December 3, 2008 the supers motions are not double fireballs in teh final version. ice wave is performed with 632146C ice arrow is performed with 632146D
shtkn Posted December 4, 2008 Posted December 4, 2008 DOUBLE POST finally found out what's so special about the C version of the ground fireball (iceball?): the recovery on that version is very very short... like if you do the move from full screen and run behind it, the tail of the fireball will be next to your face the almost the whole time. Of course the startup for this move is horrendous to compensate for the short recovery.
Voomer Posted December 4, 2008 Posted December 4, 2008 214d and 623d induce ground slide. It seems that if you already freezed someone in a combo, you can only freeze them again if you use a forcebreak. Dunno how this works with already frozen opponents.
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