Shinjin Posted January 15, 2009 Posted January 15, 2009 I could actually write something, but its pretty obvious nobody gives a crap :D
shtkn Posted January 15, 2009 Posted January 15, 2009 i suppose we can just write out combos we've seen and such throw into the corner > immediately after the 2nd hit of the throw 623B, wait for them to fall near the ground 5C > SJC > j.C > j.D, air dash > j.B > j.C > 214B 2.8k damage, 22% meter iirc what's interesting is that the j.D does indeed freeze the opponent anywhere on the screen: 6C > DC > 5C > SJC > j.C > j.D, air dash > j.B > j.C > 214C after the dash cancel, wait a moment before you do the 5C. Otherwise everything after the air dash may not work. I've had problems with this vs tager for some strange reason... the ice car doesn't combo consistently unless in the corner. non-corner only 6C > 2D, 6C > DC > 5C > air combo opponent in the corner: 6C > 6D, 6C > 6D, 5C > air combo yes this works, the first 6D freezes the opponent, but the second one does not. Despite this, you can link a 5C afterwards.
CABINET SMASHER Posted January 15, 2009 Posted January 15, 2009 Hey Ragna look at this! Its Jin... Hes GAYYYYYY GAYYYY FOR YOUUUUUU! Ha ha, Ragna's going to fuck out both of your eyes.
Veteru Posted January 15, 2009 Posted January 15, 2009 CH 6C is untechable and combos to another 6C... then you can do any normal 6c followup afterwards edit: here are some damage #'s which I never got around to finishing: 5A: 175 5B: 350/350 5C: 710 5D: 710 2A: 175 2B: 450 2C: 720 3C: 550 2D: 712 6A: 640 6B: 690 6C: 920 6D: 712 JA: 175 JB: 540 JC: 700 JD: 740 Throw: 1680 Back Throw: 1240 236A/B/C: 712 623A: 1000 623B: 1100 623C: 1200 That's all!
Rage McDanger Posted January 16, 2009 Posted January 16, 2009 http://www.youtube.com/watch?v=l-ULvyodN2U stuff from that vid I thought was cool: it's all vs bang and I don't know how much that matters (ie. bigger hitbox?) CORNER: 214D >6C > 214D >2C >aircombo or 623B > 623B MIDSCREEN: 214A (counterhit...also vs crouch) >2A >5C >6C >2D> dash 5C> aircombo CH5C > 6C >DC >arrow super
Marquis Posted January 18, 2009 Posted January 18, 2009 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 Tempered would just mean it has a uniform heat treament. Whether or not you can see the entire sword is kind of moot (this is before we consider that it's a 2D drawn object) because it's not something that would visually register, unless you mean to check it for a hamon, the product of differential clay hardening? SWORD TALK. LOL. There is also no way to tell if it is a single piece throughout the weapon. As opposed to what? Ivy's sword?
stunedge Posted January 19, 2009 Posted January 19, 2009 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. corner: 6A>623B>C>623B>HJB>~~ mid: 6A>CCC(8hit)>6C>dc>C>HJB>JC>JD>land>~
skati Posted January 19, 2009 Posted January 19, 2009 I have a question about Fubuki. It's described as a mist finer, but I only see it with two button variations. What I'm wondering is, what levels do a and b correspond to? From the videos I've seen, I saw Jin slash at an upward angle. I'm guessing that is a. If that's a though, then what is the b version? Is it horizontal mid or a low angle slash?
Onichi Posted January 19, 2009 Posted January 19, 2009 Tempered would just mean it has a uniform heat treament. Whether or not you can see the entire sword is kind of moot (this is before we consider that it's a 2D drawn object) because it's not something that would visually register, unless you mean to check it for a hamon, the product of differential clay hardening? SWORD TALK. LOL. As opposed to what? Ivy's sword? Exactly, I had a problem with the word "clearly", hence the quotations. To the best of my knowledge, a katana is described as a long curved blade, with a single edge, that is smelted by folding the steel, the alternating layers of Tamahagane and Nabe-gane, over and over to strengthen the blade. This leaves a clear characteristic tempering lines along the blade when the sword smith quenches the blade to make the curve. So, yes I would like to check for the hamon shapes and the tempering lines. As for the inability to see the whole blade, is that we can not physically take apart the weapon in question to see if the whole blade, after forging, is a single piece through the entirety of the weapon, through the middle of the grip and into the cap. Since I can not see any tang between the grips on his sword its hard to say "Why yes the blade clearly goes through, can't you see where it is held in place?" Since this is an alternative time line/future/parallel dimension, I can not say that it is even made of steel. Maybe it is some other weapon that is like a katana but not, or is a katana just using a different process to forge it. Hell it could be made of some high density plastic with an edge... would that make it a katana? Basically what I have been trying to say is the lack of evidence is not the evidence. Since I can not make any definitive conclusions that it doesn't have the qualities of a katana, and he looks like he uses iaijatsu, or iaido, (even though his animations don't show him actually cleaning off the blade before re-sheathing, but hey as is anime ), which is, again to the best of my knowledge, only practiced with a katana. So I refer to my statement prior about fowl, and the game and its designers treat it as a katana, so I'll say its a katana until proven otherwise. Did that clear it up my intentions in my previous statement a bit more or are we to match wits once more, Marquis?
Marquis Posted January 19, 2009 Posted January 19, 2009 Match wits; I thought we were talking about an animated sword, let's not go nuts here. All these values are generally assumed. It's like an unspoken agreement, where you don't grief the animators with all these quibbling details that are more or less understood to be covered by the limitations of the medium. A pretty safe rule, or else we'd wind up having discussions like this one. More. All the time. Constantly.
Onichi Posted January 19, 2009 Posted January 19, 2009 Haha, thank you Tsak. I was waiting until i could find a copy of the artwork book, but that site has a picture of the sword's blade. And that the gray section at the top is not part of the blade, but of the sheath. Yeah the blade looks like it is steel, no temper lines but very little detail is actually in the blade. No tang to see, but yeah more a katana than I originally thought. Screenshots were hard to decipher with the bright light trails that covered it. Thank you Tsak! Edit to avoid double post: I mean not to personally attack you Marquis, it was merely a quip to go out on my part of the conversation with, inviting you to continue. Apologizes for any mis-conduct construed by that remark.
Marquis Posted January 19, 2009 Posted January 19, 2009 Let's get down to it. I know they're trying to rep Ky but that's far and away the worst tsuba ever. ;[
stunedge Posted January 19, 2009 Posted January 19, 2009 I have a question about Fubuki. It's described as a mist finer, but I only see it with two button variations. What I'm wondering is, what levels do a and b correspond to? From the videos I've seen, I saw Jin slash at an upward angle. I'm guessing that is a. If that's a though, then what is the b version? Is it horizontal mid or a low angle slash? A fubuki and B fubuki share the same motion A fubuki: fast, can be used as anti-air, easy to recover B fubuki: slow, invulnerable during couple frames while the motion starts, use in the combo A fubuki counter can only connect to 632146D while B fubuki counter can combo to 214D at anywhere in the stage against most characters
skati Posted January 19, 2009 Posted January 19, 2009 ^Ok, I thought the first post meant a literal mist finer, as in how Johnny does it. When I read "mist finer," I thought it was talking about having high, mid, and low variations, just like Johnny....or in the case of two buttons, and what I saw in the video, a high/mid or high/low variation. Thanks for clearing that up.
shtkn Posted January 27, 2009 Posted January 27, 2009 so last weekend, i was screwing around with using j.D as a crossup tool in air v air encounters as well as a way to stuff enemy attacks. To my surprise, it was working pretty well! i guess you could say it's an anti air of sorts, haha. i dunno how else to describe it. Anyway, the next step is to convert these hits into more damage, which i haven't found a decent way to do yet. I suppsoe the safest way to do it is just hit confirm into ice car, but i was hoping there would be some way to get more damage... anyone have any ideas?
Veteru Posted January 27, 2009 Posted January 27, 2009 Shtkn, you're interrupting the valuable discussion about whether Jin's sword is tempered or not.
PozerWolf Posted January 27, 2009 Posted January 27, 2009 so last weekend, i was screwing around with using j.D as a crossup tool in air v air encounters as well as a way to stuff enemy attacks. To my surprise, it was working pretty well! i guess you could say it's an anti air of sorts, haha. i dunno how else to describe it. Anyway, the next step is to convert these hits into more damage, which i haven't found a decent way to do yet. I suppsoe the safest way to do it is just hit confirm into ice car, but i was hoping there would be some way to get more damage... anyone have any ideas? Normally when I clash with air normal and re-act to it, I normally follow it up with j.D and I've yet to loose to anything else. So yeah, it's good vs air to air attacks.
TheSlyMoogle Posted February 8, 2009 Posted February 8, 2009 Need Match-up Tips vs. V13 H-man Tager Noel Litchi Pozer I know you are playing this guy seriously. Need to talk strats and tired of fucking coming into this thread and everyone is just like "Lol Jin" GOD DAMMIT!
PozerWolf Posted February 8, 2009 Posted February 8, 2009 Pozer I know you are playing this guy seriously. Need to talk strats and tired of fucking coming into this thread and everyone is just like "Lol Jin" GOD DAMMIT! What do you want me to say? I can post up some info, but I feel like you guys already know what's up.
Rage McDanger Posted February 9, 2009 Posted February 9, 2009 Match Up Stuff! vs Noel: I'd say this fight is about even. My problem when I 1st started fighting her was impatience in waiting for her to finish a block string with a those drive moves. Once you stopped trying to do something in between and just let her finish you can move to counter attack. Watch out for her 6A (diagonal up kick) when you're trying to rush. She can anti air with her ground super too. Won't necessarily happen very often but she can. You can also counter super her on reaction against her ground super too I think. Best used if your super will kill her tho. Otherwise block > run up and combo. I think Jin loses the air to air battle with her too. Her j.B/C and that spinny shooting move are quite good. vs Hakumen: Any character against this guy has to get creative with mixup as best you can. If you get predictable you get shut down with counters >eat a fat combo. Hakumen is annoying because he can just sit there and gain meter. And you can't sit back tossing fireballs cuz he'll counter em. He can do his counter super against full screen projectiles too. vs Tager: NEVER throw projectiles when he's got that shot charged unless they're air versions and you're above the shots path (double/super jump height). 623A/B get a bit of extra mileage because Tager is so tall. If you try to rush him down watch out for backdash/IB > 360. The last thing I can think of is if you get magnetized (gold sparks on you) and get sent flying from a combo, don't air tech. Just drop to the ground. Tager will most likely do that suction move after a combo (there's pretty much no reason not to for him I believe) and if you tech you'll just go flying right back to him. vs V13: haven't played against her except for a few matches. It can take a long time to get in on her. Be super patient and wait for an opening. She dominates at mid range for sure. Her sword wave special I think has a taller hitbox than it looks so watch for that maybe. Every time she did a sword projectile super and I woke up late into it I could not block it. I got hit every time. vs Litchi: I get rocked in this fight. Can't really help here. Haven't played enough Litchi I guess. I feel like she does a damn good job of shutting Jin down. Best moves in this fight are uppercuts? I hope any of that can help. Also sorry for more "lol Jin," but does anyone else think 6D looks like he farts ice? haha
TheSlyMoogle Posted February 9, 2009 Posted February 9, 2009 What do you want me to say? I can post up some info, but I feel like you guys already know what's up. Yeah I'm talking like strats man. Mostly just some discussion stuff like: Does j.D do more damage if it actually freezes? Good things to do to catch forward or back rolls. Pressure strings and mix-up. (Jin has to have the worst overhead in any game ever). And a lot of Match-up stuff would be good for everyone I think. This is stuff I think we'll be able to understand better later with the mook. I needs frame data so bad.
Brent-quest Posted February 9, 2009 Posted February 9, 2009 Sly Moogle doesn't do overhead or shoryu.
TheSlyMoogle Posted February 9, 2009 Posted February 9, 2009 Sly Moogle doesn't do overhead or shoryu. Cause overhead fucking sucks dick. Kind of like you.
faultydefense Posted February 9, 2009 Posted February 9, 2009 Yeah I'm talking like strats man. Mostly just some discussion stuff like: Does j.D do more damage if it actually freezes? Good things to do to catch forward or back rolls. Pressure strings and mix-up. (Jin has to have the worst overhead in any game ever). And a lot of Match-up stuff would be good for everyone I think. This is stuff I think we'll be able to understand better later with the mook. I needs frame data so bad. j.D does more damage when it freezes simply because 99% of the time it freezes you can do SOMETHING to continue the combo, I haven't actually checked to see if its more per hit though. Jin has a lot of options to continue pressure strings, just none of them are fullproof, at the same time, thanks to the variety you can get away with a lot and it can be pretty easy to bait counterhits. As far as blockstrings go x > x > 5C > 6C or 5D > dash cancel ... this will double the length of your pressure string as long as the other guy isn't expecting it and mashes out 2A or a DP x > x > 5C > 6C > 6D ... if you start dash canceling you'll catch a lot of people poking into your 6D for a free combo, if not, as long as the 6D makes it out your safe on block or whiff. x > x > 5C > jump cancel > j.B > j.C > ground string x > x > x > B/C/D hair car > RC on block, most people if they know the move will try to punish this everytime they see it, RC it late and its an easy punish that may also get them scared of punishing which leads to... x > x > x > 214A > Throw x > x > 6B > j.236 A/B/C/D a safe way to end most strings, and leaves jin at a range he fairs well at, pretty much the same as ending with a ground B fireball obviously theres more, just test stuff out also, I dont think his overhead sucks, its uses are just a little more limited than the amazing 6As of say ragna or rachel which arent even overheads I don't know about you, but I feel that it puts them in enough hit/blockstun to hitcomfirm. On a hit in corner, cancel into 214D to corner combo, anywhere else, just cancel into haircar or super pretty much. On block, cancel into fireball. For catching rollers, his 5B attack will be active for the best ration of fastest/longest, but his 5C will cover better ground and lead to more damage...don't whiff it though. generally though I tend to just chase rollers with 2A, hitconfirm into 5B 5C air combo
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