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Posted

hey guys, im new to jin and i have a question. in some videos of buppa and ren, i see them do 5C>Jump B> Jump C> Jump D> land > dash > 5C> jump B> Jump C> Jump D> ice car B(or c?). i was wondering why sometimes the combo works and sometimes it doesn't. i watched a video where buppa kept missing the first jump D after the first Jump C and i also saw people recovering and blocking right after the first Jump B. So could anyone care to explain why it sometimes works and doesn't?

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Posted

this combo does not work on all chars from the beginner guide (i'm a broken record...), it does not work on bang and rachel, and only on arakune if he's in the corner. everyone else it works on anywhere on teh screen. the combo doesn't work on bang and rachel because they're too short and won't get hit by the j.B. It only works on arakune in teh corner because his hitbox is funny (I think). i don't know what videos you're specifically pointing at, but... maybe they just messed up?

Posted

yes, (again) this is explained in the beginner guide in the combo section. and yes, i'm implying that maybe buppa or ren just messed up the combo by mistiming something or doing it on a char it doesn't work on.

Posted

The timing is tricky on it. You have to delay the j.C a little bit, and sometimes the j.B before that too, depending on the character. At least, in my experience anyway. If you want to practice it, start on Tager. It's easiest to do on him. I've found it kinda hard to do on Jin, Litchi, and Taokaka.

Posted

hey guys, im new to jin and i have a question. in some videos of buppa and ren, i see them do 5C>Jump B> Jump C> Jump D> land > dash > 5C> jump B> Jump C> Jump D> ice car B(or c?). i was wondering why sometimes the combo works and sometimes it doesn't. i watched a video where buppa kept missing the first jump D after the first Jump C and i also saw people recovering and blocking right after the first Jump B. So could anyone care to explain why it sometimes works and doesn't?

Mainly because at the last rep of the combo you have to do it ASAP due to the push back your suffering from the opponent when hitting them.

You would have to delay the jump B, C, and D, but on the 2nd rep you would have to go ahead and input it in as soon as you can with no delays.

If you take too long to run up with 5C and do the combo, the D or the Ice Ride will miss.

You never wanna delay jump B, do jump B as soon as you can when you jump.

Combo does not work on Rachel, Bang, or Carl.

And for some reason, it tends to randomly not work on V-13, but then again she has a fucked up ground hit box, so fuck her!

Posted

I think the sekkajin question should go in the FAQ, noting that so far the only good use for Sekkajin is when used in a combo after 6A (on hit only).

Not really, there are some good options with Sekkajin other than 6A.

He can do some neat combos after a throw with it or from just a normal BnB.

It can make certain block strings safer (sort of), like if someone we're to IB a 6C, your gonna get punish. Sekkajin can somewhat save you from that.

Posted

Not really, there are some good options with Sekkajin other than 6A.

He can do some neat combos after a throw with it or from just a normal BnB.

Not that do any worthwhile damage, IMO. I guess if you wanna be flachy.

It can make certain block strings safer (sort of), like if someone we're to IB a 6C, your gonna get punish. Sekkajin can somewhat save you from that.

I totally agree with you there.

Question thoroughly answered!

Posted

What exactly is your forward throw combo that does more than the sekkajin combo? Keep in mind when you cancel his forward throw with sekkajin you don't freeze the opponent, so you can still get that in your combo somewhere (not sure if you factored that in or not.) I am aware you can do 623b in corner or just super, but from what I've seen midscreen 6BC>sekkajin is your best option.

Posted

Not that do any worthwhile damage, IMO. I guess if you wanna be flachy.

3k without bar = good damage to me.

I dunno, maybe Jin can do more, I never keep up to date here on what people are finding out with Jin.

Keep in mind, you can combo after it with 6C, or any normal really.

You can treat it as a ground luncher even if the opponent is not hit while crouching.

Posted

What exactly is your forward throw combo that does more than the sekkajin combo? I am aware you can do 623b in corner or just super, but from what I've seen midscreen 6BC>sekkajin is your best option.

3k without bar = good damage to me.

I dunno, maybe Jin can do more, I never keep up to date here on what people are finding out with Jin.

I had no idea he had a 3k combo that takes no bar off of throw>sekkajin. I was basing my statements off of this:

i've experimented with forward throw into sekkajin and that does less damage tahn the usuaul combo, so yeah... can't think of any uses for this move otherwise.

I also never see it used off of throws in vids of high level play (Buppa, Ren, Dennou, Nisepachi), so I just assumed. I stand corrected.

Posted

I had no idea he had a 3k combo that takes no bar off of throw>sekkajin. I was basing my statements off of this:

Don't mean to be a hater, but the statement is coming off from a guy who made this post not long ago at all:

Regardless, intersting combo, i never whould ahve thought that 5C combos into B Fubuki.

That's something that almost all Jin players found like after a week of playing the character.

I also never see it used off of throws in vids of high level play (Buppa, Ren, Dennou, Nisepachi), so I just assumed. I stand corrected.

Vids? Don't watch them.

I've never know anyone who really learned anything just by simply watching vids.

If you guys feel like it's so strongly to disagree with what I have to say, then by all means go for it.

Posted

I'm not trying to pick a fight here, just trying to explain why I made an ignorant statement. I'm not saying either that your opinions/statements, or even the sekkajin combo you're talking about are invalidated because I don't see it in vids. If you care to reread what I said, you'll notice that I was simply explaining why I initially assumed it wasn't worth using. I'm interested to know what the combo is, though, if you're willing to share.

Posted

lol @ the post above me, thanks guys, i tried it today and i still need to get the timing down, its alittle whacky =/ so i have to do jB as fast as i can after 5c right?

Posted

I'm interested to know what the combo is, though, if you're willing to share.

Well, basically after Mash C you can link almost anything after words.

And by "anything", I do mean almost anything. Problem is, depending what you want to link will require some kind of timing.

Example: Linking a 5C.

If you want the full damage of a 5C, you would have to go ahead and run up (a lot) and as your still being carried from your running speed, you will hit with 5C then do your combo after words.

Most of the time when I throw, I normally do an Ice Ride (whiff) into whatever, but at times when I Mash C, I can't really recall any grab combos but I remember getting damages of up to 3k with no problem (well, a little bit of problem, the time is strict at times when trying to end the combo). I just never saw them as a big deal because I always thought people found better, and never said anything.

I'll try to the note combo I'm doing sometime in the future.

Posted

well, i guess i suck at combos then? i tried some combos off forward throw > sekkajin, and i can get 2.5k. i'm curious what combo you have that does 3k. for reference: forward throw > A ice car > 5C (juggle) > 2C > superjump > j.B > j.C > j.B > j.C > j.D does 2.7k forward throw > A ice car > run up 5B (ground 2hit) > 5C > jump > j.B > j.C > j.D > B ice car does 2.6k

Posted

well, i guess i suck at combos then? i tried some combos off forward throw > sekkajin, and i can get 2.5k. i'm curious what combo you have that does 3k.

for reference:

forward throw > A ice car > 5C (juggle) > 2C > superjump > j.B > j.C > j.B > j.C > j.D does 2.7k

forward throw > A ice car > run up 5B (ground 2hit) > 5C > jump > j.B > j.C > j.D > B ice car does 2.6k

Well, can't recall the one I would normally do at times (it's normally done in the corner), but the guide book has a Sekkajin throw combo.

4. (against everyone except Carl, 2860 damage)

f+BC throw, mash C (eight hits), dash, standing C, crouching C, high jump, B-C, double jump C-D

That's 2.8k right there and without an Ice ride for an ender, so that's 2.8k right there,

Also, why would you do those kind of combos after a throw?

For the first throw combo, why not take out a j.B and j.D, and end it with Ice Ride?

Doing something like: 5C > 2C > SuperJump > j.B > j.C > JC > j.C > Ice Ride?

Knockdown, does 2.8k.

2nd ground combo, you can do more ground hits and ignore the little j.B,C,D combo for more damage. Trying to think of what it was, or maybe I'm just lying to myself. I dunno, I'll post that up later when I got time I guess...

Posted

The guidebook combo you posted does 2397 damage and the j.D does not combo... am I missing something? This was tested on Jin and litchi As for your suggestions about the combos I posted, yes you are correct, I was just using them Ada point of reference (also, I'm lazy :))

  • 3 weeks later...
Posted

I can't say about if it is un-blockable or not, but it already has been confirmed to have the imput of 720 + D.

Posted

It's comboable after a throw isn't it? Also, for Sekkajin, I'm not accustomed to performing the move correctly in combos. Sounds silly, I know it's just mash C. But for whatever reason, I can never seem to get it to stop at the 8th hit. If it hits them a 9th time, it'll be an air hit and they can tech out. Should I be counting the number of times I press C? Or should I just look at the combo counter and stop as it's about to reach the 8th hit? Any pointers?

Posted

yes, you can combo into astral off a throw. i don't remember if it was unblockable or not, but whatever. to combo 6A into sekkajin, i just start mashing C until the 6th or 7th hit of the sekkajin and stop. It's a little hard to do but once you get a feel for it, it's not bad at all. the same principle applies to throw > sekkajin combos. for 6A > sekkajin, i start mashing C before the 6A even connects, and that helps out a bit.

Posted

Any tips on the best time to start buffering the 720 off a throw? I don't play grapplers so I was discouraged to find out I have to do a grappler command for the rare AH.

Posted

Any tips on the best time to start buffering the 720 off a throw? I don't play grapplers so I was discouraged to find out I have to do a grappler command for the rare AH.

You can start buffering it as soon as the throw is initiated (doing it slow is probably better anyway so you don't get 632146 + D on accident). To get it to combo, you need to start the astral right when they're launched by the 3rd hit of the throw.

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