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Posted

Jin's strings are horrible, sorry. 5d/6c > dash are TERRIBLE; anyone with any Jin experience will rape you for it. 5d/6c > 236B/C against certain chars (noel/ragna/dp chars) will also get you raped. Umm...I really have no advice; just wanted to say Jin is garbage lol; 6d is OK in strings(after 2aaaa, etc), and crossup j.d is pretty GDLK. otherwise, if they are american and they block the beginning of your string; it's better to stay out of their counter range and just throw a shitty fireball.

Posted

Jin's strings are horrible, sorry. 5d/6c > dash are TERRIBLE; anyone with any Jin experience will rape you for it. 5d/6c > 236B/C against certain chars (noel/ragna/dp chars) will also get you raped.

Umm...I really have no advice; just wanted to say Jin is garbage lol; 6d is OK in strings(after 2aaaa, etc), and crossup j.d is pretty GDLK. otherwise, if they are american and they block the beginning of your string; it's better to stay out of their counter range and just throw a shitty fireball.

quick note, 5D > dash > 623D isn't horrible

Posted

Jin's strings are horrible, sorry. 5d/6c > dash are TERRIBLE; anyone with any Jin experience will rape you for it. 5d/6c > 236B/C against certain chars (noel/ragna/dp chars) will also get you raped.

Umm...I really have no advice; just wanted to say Jin is garbage lol; 6d is OK in strings(after 2aaaa, etc), and crossup j.d is pretty GDLK. otherwise, if they are american and they block the beginning of your string; it's better to stay out of their counter range and just throw a shitty fireball.

not really if u make each option has decent return

having 5D/6c > dash doesnt necessarily means u gotta do the thing everytime

Posted

6C > dash on block will get you thrown, or worse if they are IBing anything you do before that. If they block your shit, you shouldn't be chaining into 6C ever. I can't really see a reason to ever do 6C unless you're 100% sure it'll connect. Also, fun (?) combo that does piss-poor damage: 3C (link) 2B > 5C > 6C > dash cancel > air combo OH! Can anyone confirm that you need to FD Jin's 6C when in the air?

Posted

you mean 3C for your combo right? also, yes, 6C must be FDed in the air (or air IB) the exclamation mark is there. i know you don't need to air FD 5C, but i don't remember if 2C needs it or not.

Posted

Oh yeah, 3C, haha. You're totally right. I'll edit the post. I am obsessed with connecting 6C whenever I can. That move looks so rad. Thanks for checking the FD/IB question. I think it's a really good anti-air move when placed right.

Posted

Does anyone else do this corner combo? 623D(hold), release after half a secondish, 6C, dash cancel, 5C, j.C, jump cancel, j.C, 214D, land, 2C, 623A/B? only costs 50% meter and will deal around 5.7 - 6k damage, can't remember the exact amount. personally i see it as jin's most punishing combo that he can do

Posted

basic combo in order to stably connect to 6C after 623D u have to hit opponent with 2nd hit on the ground 623D>6C>214D>~~ can do more if u have enough meter

Posted

How much is 7K? Also, unless it does more than 80% life I don't see the point in wasting bar on it seeing as how a basic j.D relaunch combo will do just about 60%, maybe a bit more. Also, how the hell you guys judge from hit points? Please tell me, I suck :(

Posted

well, HP ranges from 9500~13000, so 7000 is around 80% on fragile characters (Carl, Ragna, V13), to about half life on hueg HP characters (Tager, Hakumen, Bang, Jin)

Posted

Why thank you, Gold Anji of the west! My knowledge of this game is now overwhelmed with the countless numbers of Hit Points I can count while I deal damage to my fearful foe. "Take that!", I will say as I strike down a good '5k' of his laugh. Har, har!

  • 2 weeks later...
Posted

after the throw: B Fubuki, 5c, j.b, j.c, JC j.c j.d, your choice of finisher. Make sure to cancel the throw before he freezes them. In terms of enders i like to end it with 3c to C or D projectile for tech traps/ pressure game.

Posted

after the throw:

Make sure to cancel the throw before he freezes them.

Yeah it turns out 623B has very little prorate when used midcombo (92%), which is pretty good considering the damage is similar to the damage on his throw's freeze.

Posted

after the throw:

B Fubuki, 5c, j.b, j.c, JC j.c j.d, your choice of finisher.

Make sure to cancel the throw before he freezes them. In terms of enders i like to end it with 3c to C or D projectile for tech traps/ pressure game.

And how much damage does this combo do?

Like, exact points if possible.

Very Late Edit: I'm actually looking for a grab corner combo that can do go past 3.1k (with no bar).

Posted

6C > dash on block will get you thrown, or worse if they are IBing anything you do before that. If they block your shit, you shouldn't be chaining into 6C ever. I can't really see a reason to ever do 6C unless you're 100% sure it'll connect.

I agree that hitconfirming is superimportant, but remember that you can chain 6B after 6C.

Posted

I agree that hitconfirming is superimportant, but remember that you can chain 6B after 6C.

Which can be punished just as bad, FYI.

When I see my opponent IB 6C, I try not do anything at all but some kind of fast super/special move, otherwise I will get punished (like his EX uppercut).

Guah, IB is so good/easy in the game, it's annoying :(

Posted

Glad Aksys could clear it up. The screenshots are just scaled up lower res images given to the press, explaining the blurriness.

Back to game-play. Me and Veteru have been working on translating frame data from the Players guide. This is our progress so far.

http://rclacas.googlepages.com/tager.html

http://rclacas.googlepages.com/jin.html

http://rclacas.googlepages.com/ragna.html

http://rclacas.googlepages.com/rachel.html

http://rclacas.googlepages.com/v13.html

Got you Jin Frame Data right there.

Credit goes to Hellmonkey for helping translate the Guide.

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