Jump to content
Dustloop Forums

Recommended Posts

Posted

Ok, been playing quite a bit and been finding a lot of neat stuff with him. However, there are some things I have notice that kind of sucks. Anytime you combo into an ice move that will freeze the opponent, the combo after that will not do very much damage. If replaced with a normal attack and lead into the same combo, you will see a differences. Also, his EX Dragon Punch + D move is really strange. As most of you all know by now, the follow up of the move can be charge by simply holding down the D button. When fully charge, the move will become unblockable. What is strange about the move is that the longer you hold it down, it will not make the follow up stronger, rather, the follow up will prorate a lot less. So in other words, the longer you hold it, the more damage you will do after the relaunch from the follow up. Fully charge, you can easily do just about a little over half life from a basic air combo, it's silly.

  • Replies 396
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Don't forget - anywhere in the stage you can follow up the EX DP with his 632146C super for around half damage...boo...

Posted

Don't forget - anywhere in the stage you can follow up the EX DP with his 632146C super for around half damage...boo...

Yeah, you can basically do this off any kind of OTG combo.

Example: off a EX Ice Ride when they are too far from the screen.

Also, down D looks awesome in a combo... but I think I mention that already.

However, I don't recommend it if you want to continue your combo beyond down D (or most of the D moves). You loose your knockdown for a reward in damage that isn't much at all. Even if your going for the kill, there are better options.

Posted

meow also note EX 623,d FUCKING HITS FROM BEHIND ( thanks fail cross-up) and so does 623.c.... damn you pozer and foiling my plans to palm your face off

Posted

I split the air/ground version of the ice edge due to explaining the different versions getting way too long. I was wondering if anyone else has seen air 236D being used as a corner lockdown like one of our local Jin players does.

Posted

I was wondering if anyone else has seen air 236D being used as a corner lockdown like one of our local Jin players does.

Ummmmmmm... yeah?

Anyways, wondering if you guys need help on trying figure out some of the move-sets in order to get more info on the wiki.

Posted

so... jin's overhead (6A) is horrible... aside from canceling into ice car on it, does it have any other uses? i haven't seen any and my experiemnts with it have turned up nothing useful so far also, 6B contrary to popular belief is NOT an overhead.

Posted

Hello Jin-thread. I'm on your side now! I'm gonna try to learn this game for real now, and Jin fitted my playstyle alot better than that other character that I was playing so! 623D is crazy :O' Edit: And since I'm more motivated now, having more fun, and finally have some time to spare because I soon have winterbreak I'm gonna study alot and play to win! And I'll try to write stuff down and post if anyone actually cares. Maybe strings you can IB-623D through? I like that at least.

Posted

so... jin's overhead (6A) is horrible... aside from canceling into ice car on it, does it have any other uses? i haven't seen any and my experiemnts with it have turned up nothing useful so far

shtkn, if the opponent is cornered cancel 6A into 623D instead.

Even if they aren't cornered, it's safer if they blocked your overhead IMO. 623D is really fast, so if you're ultra pro you could hitconfirm into 623D. If you wanted something safe to do that is meterless, you could cancel to his mash C move. 6A allows you to cancel into specials reasonably late, so hitconfirming to 623D or mash C is reasonably easy.

Posted

so... jin's overhead (6A) is horrible... aside from canceling into ice car on it, does it have any other uses? i haven't seen any and my experiemnts with it have turned up nothing useful so far

Have you tried 632146C after 6A? :kitty:

also, 6B contrary to popular belief is NOT an overhead.

Yeah, let me quote what my crew member said about it. "That is the most overhead looking move that's not an overhead!!!"

I think 6B should be just used to counter low pokes and throws. At least that's how I've been using it, but I'd really like to know exactly how fast Jin gets off the ground when you do 6B.

Posted

so... jin's overhead (6A) is horrible... aside from canceling into ice car on it, does it have any other uses? i haven't seen any and my experiemnts with it have turned up nothing useful so far

also, 6B contrary to popular belief is NOT an overhead.

Yeah, 6A is really shitty.

Not because of the fact that you can only use special it, but if the opponent blocks if your fucked. Which is stupid because everyone else's overhead has more range and can be cancel even when blocked.

If you have bar, you can super 6A into Mash C move (Sekka Jin) and once it launches cancel it into super.

By the way, haven't looked at the Wiki much, but there is a small error in the Sekka Jin move.

A series of 6 hits that launches. Followable by Distortion Drive.

It's actually 8 hits and the 8th hit will launch.

  • 3 weeks later...
Posted

If you have bar, you can super 6A into Mash C move (Sekka Jin) and once it launches cancel it into super.

You dont even need super, you can just do 6A Sekkajin, 6C dc- combos with it.

A way to punish stuff for good damage after blocking them (ex tagers inv-startup-super, arakunes 2c) is 5C (counterhit) 6C dc/2D-combos depending on where you are on the screen.

Erm.. and alot of more stuff. Just wanted to revive the thread :eng101:

Posted

so i tried 6A Sekkajin, 6C dc- combos, and it took me like... 20 min of furiously mashing C to get this to work haha. for anyone trying to do it, i can offer this advice: stop mashing C after the combo counter gets to about 6 hits. The rest of hte hits will follow automatically and you will need to time the 6C appropriately. edit: also forgot to mention, this only worked for me vs a crouching opponent. Standing opponents recovered from Sekkajin before the hit taht launches them into the air. edit2: tried it out further, it's not crouching only. However, you do need to be running and right next to the opponent when you do hte 6A otherwise you won't get all the hits of the Sekkajin to connect. If you don't run, then the opponent will be able to block before you launch them into the air. Also, for some strange reason, i had problems doing this combo on jin... it's still possible, just timings much more strict. Also, maybe it was just me, but mashing C faster when doing the 6A helped me get this combo off for some reason. Anyone have any advice on pulling this off?

Posted

has anyone found a use for the jinhound yet? (other than randomly throwing it out and occasionally hitting people with it) i want to believe it's a good move. :psyduck:

Posted

Not really related, but isn't Jin's weapon clearly a katana?

I wouldn't say "clearly" a katana. It's never out long enough to really get a good look to see if its tempered or not. There is also no way to tell if it is a single piece throughout the weapon.

However, he does wield it as a katana, holds it as a katana and using "art of mental presence and immediate reaction", also known as "Draw cut style", iaijutsu, which using the katana.

If it walks like a duck and talks like a duck...

Edit: Grammer

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...