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Posted

The main point of that combo is that you can continue your pressure better because you land much earlier. You forfeit your advantage if you have to combo that high into the air.

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Posted

What's the best combo for 25% heat after Ch 5C? CH 5C > 6C DC > 5C SJC > j.C JC > dj.C > j.214D > 2C > 623B > 623A? Is there a variant that grants a knockdown for similar damage?

Posted

Hello all! I found something weird about dummy freeze recovery. Perhaps new, perhaps old, but it might be important to know when practicing combos in training. If its too long, there is a summary at the bottom of the page. Use 623 D as a part of a combo and delay the final hit. Connect just as the dummy bursts from the ice and it will reset the heat counter. You can then follow up into 632146C or, if you are close enough, D, 6D, etc. Since the heat resets, damage proration is down way low, so combos deal tons of damage post 623D. To say the least, abusing this glitch correctly can kill the dummy with as little as 50 heat used and granting it no chance for escape. <.< >.> This sounds way broken. Long story shorter, I used training recording and let the computer Jin do its thing. After the first hit of 623D, I tried to get out of the ice as quickly as possible ( successful? Dunno ). No matter how quickly ( or slowly) I shook out, the heat meter never resets and I teched out and made the Comp Jin miss the follow up combo. ?.? I says to myself. Shortening Further: After playing around with training options, the 623D heat reset "glitch" is triggered by freeze recovery enabled. Don't know why and I don't know if it is able to be replicated in actual gameplay, but if it is, it could be a host for the absolute cheapest combos that I know of for Jin. If there is anyone out there who can explain why the training dummy behaves how it does, that would be sweet. However, I consider the glitch to not be worth attempting in actual gameplay. SUMMARY: In training, with freeze recovery enabled, using 623D in the middle of a combo and delaying the final hit will cause the heat counter to reset and grant you massive damage for an untechable follow up combo ( yes, all escape settings are enabled ). To my knowledge, this does not work against live opponents. Using the delayed 623D will never reset the heat gauge and opponents can tech out of follow up combos no problem. The heat gauge reset only happens with dummies that have freeze recovery enabled after a delayed 623D. Weird. O.O ...... whew. DonE!

Posted

- 5B (2 hits), 5C, Jump, j.B, (short pause), j.C, (short pause), j.D, Froze, land and run up, 5C, Ice Ride (B).

I really really like this combo, like just aesthetically I love linking air to ground hits off a ground combo, and it does great damage, but does anyone have tips for actually landing this in practice? Obviously you've got to be very close but sometimes I feel like I just randomly whiff the j.D and sometimes I hit it. I'm just trying to pin point in execution what things I need to focus on, whether its the spacing of the starting 5B or if its important when you do the jumping attacks or what.

It really sucks to miss it because if the jumping parts miss you're kind of in deep trouble.

Posted

First thing, why does the combo end with 5c musou b? you can stack on another round of 5c > jb > jc > jd >musou b Second, use noel for practice, because she actually needs the timing. Against other characters it's more of a little bonus because if you can get an early landing you can better pressure after the combo, but against noel if you do not master the delay you won't combo her at all. And again, this kind of stuff just takes practice, that's it. No short cuts. This isn't difficult, do it till you can get it 100%. Shouldn't take more than 30 minutes, 1 hour tops.

Posted

Hello all! I found something weird about dummy freeze recovery. Perhaps new, perhaps old, but it might be important to know when practicing combos in training. If its too long, there is a summary at the bottom of the page.

Use 623 D as a part of a combo and delay the final hit. Connect just as the dummy bursts from the ice and it will reset the heat counter. You can then follow up into 632146C or, if you are close enough, D, 6D, etc. Since the heat resets, damage proration is down way low, so combos deal tons of damage post 623D. To say the least, abusing this glitch correctly can kill the dummy with as little as 50 heat used and granting it no chance for escape.

<.< >.> This sounds way broken.

Long story shorter, I used training recording and let the computer Jin do its thing. After the first hit of 623D, I tried to get out of the ice as quickly as possible ( successful? Dunno ). No matter how quickly ( or slowly) I shook out, the heat meter never resets and I teched out and made the Comp Jin miss the follow up combo.

?.? I says to myself.

Shortening Further: After playing around with training options, the 623D heat reset "glitch" is triggered by freeze recovery enabled. Don't know why and I don't know if it is able to be replicated in actual gameplay, but if it is, it could be a host for the absolute cheapest combos that I know of for Jin. If there is anyone out there who can explain why the training dummy behaves how it does, that would be sweet. However, I consider the glitch to not be worth attempting in actual gameplay.

SUMMARY: In training, with freeze recovery enabled, using 623D in the middle of a combo and delaying the final hit will cause the heat counter to reset and grant you massive damage for an untechable follow up combo ( yes, all escape settings are enabled ). To my knowledge, this does not work against live opponents. Using the delayed 623D will never reset the heat gauge and opponents can tech out of follow up combos no problem. The heat gauge reset only happens with dummies that have freeze recovery enabled after a delayed 623D. Weird.

O.O ...... whew. DonE!

dude that's not a glitch, that's just the character removing the freezing effect, and then you hit them to start another combo. If you are lucky and they shake into your second hit, great. Otherwise, you are asking for a face full of fist from whomever you were comboing. My advice is to just hit him.

Posted

First thing, why does the combo end with 5c musou b? you can stack on another round of

5c > jb > jc > jd >musou b

I just copy-pasted from the OP, the followup isn't the important part.

Second, use noel for practice, because she actually needs the timing. Against other characters it's more of a little bonus because if you can get an early landing you can better pressure after the combo, but against noel if you do not master the delay you won't combo her at all.

And again, this kind of stuff just takes practice, that's it. No short cuts. This isn't difficult, do it till you can get it 100%. Shouldn't take more than 30 minutes, 1 hour tops.

Okay but thats not really what I'm asking, I'm asking if there is a prerequisite range or if the delays between the jumping hits matter you know useful information and stuff, I've already practiced it I'm just trying to understand how it works mechanically so as to understand why it sometimes whiffs and sometimes hits.

Thanks for the Noel idea though thats a good idea, I've been beating up on Jin.

edit: yeah noel pretty much solved it, you just need to delay the jumping attacks more than I suspected. thanks.

Posted

the only thing that matters is that you need a running start, ie forward momentum to carry out that combo. The only one that doesn't need it is ragna I think.

Posted

dude that's not a glitch, that's just the character removing the freezing effect, and then you hit them to start another combo. If you are lucky and they shake into your second hit, great. Otherwise, you are asking for a face full of fist from whomever you were comboing. My advice is to just hit him.

I tried busting out manually vs my recorded Jin and the heat meter never resets, no matter how quick I bust out.

If you are interested in trying what I am talking about, heres an easy combo to work with:

6D, DC, C, JC, j.B, j.C, j.D, C, 623D, (delay the second hit till right about when they burst), then into whatever. Being next to a wall helps the follow up.

But I have tried this numerous times and have never been able to replicate the effect, like I said, no matter how quickly I shook out of the ice.

Posted

You really should just set the AI to break freeze effect. There are only two possibilities at the moment. 1. The shake out into the second hit situation as I stated. 2. You held it for the full duration and it becomes an unblockable. That's it. The first one you are playing a dangerous trade-off game, and the second one I really don't see happening because all they need to do is jump and you will whiff.

Posted

Give it a shot. The combo doesn't whiff at all, even with all settings enabled. And the second hit of 623D is not fully charged, not even close.

Posted

I think you might be getting the wrong idea about the whole reason i posted. Its not to create combos. I wanted to let people who are creating/practicing combos know that when using 623D properly, it appears that you can link into a brand new combo without giving the dummy a chance to tech out. However, this is not the case, and just some goofy behavior on behalf of freeze recovery and long combos.

Posted

Is the AI blocking after the first hit?

After using the first hit of 623D, it freezes, then the dummy pops in the air. Delay the second hit till just as he would burst from the freeze, and it will hit without the dummy blocking or teching through it. He then gets buried into the corner and any following hits will be count 2+ on the heat meter.

Posted

Sorry for the triple post, but its to clarify the strange freeze burst behavior after a long combo finished with 623D. 1. Ryokoalways, you are right it is the computer bursting from the freeze just in time to eat one to the face. The second hit of 623D is instant or barrier block only, thus without those enabled, the dummy takes the hit. However, I don't think you can get lucky enough for this to happen because it seems to me like the computer bursts out at a godly speed. I used the recording option and tried to burst out and get hit like the computer, but it never happens. Heat counter just darkens, and the second hit of 623D just adds another hit instead of starting a new one. 2. After 623D and hitting the ground, the dummy has plenty of opportunity to tech out but for some reason it will not, leaving it vulnerable to continued combos. Against an opponent whose freeze recovery is the same speed as the dummy's, these two points together give the illusion ( or slim possibility? ) that you have created an impervious reset combo.

Posted

When done very close to the corner, the full Super will not connect. So try not to do the Super close to the corner, ok? ;o

While at Otakon, I had a moment where not only did it not connect in the corner but it froze my opponent in mid air. Yes, he was in an ice block. But it wasn't even falling. We were both like wtf.
Posted

Don't know if this has been mentioned but... I was doing some experimenting with the basic combos and I managed to come up with this: In the Corner 6C, 6D, 6C, 6D, 5C, JC, j.B, j.C, JC, BC (air throw), 236D, land and run up, BC (Forward Throw) Deals a WHOPPING 6465 damage, 60% on Tager and can add entry pokes such as 5B, 5C and so on.

Posted

grab combos = :vbang:

:/

Boy do I have a combo for you!

5D(DC) Runup throw(2) [236D runup throw(2)]x4 623B

In the corner you can continue into any generic 623B corner combo.

:psyduck::psyduck::psyduck::psyduck::psyduck:

Posted

Don't know if this has been mentioned but... I was doing some experimenting with the basic combos and I managed to come up with this:

In the Corner

6C, 6D, 6C, 6D, 5C, JC, j.B, j.C, JC, BC (air throw), 236D, land and run up, BC (Forward Throw)

Deals a WHOPPING 6465 damage, 60% on Tager and can add entry pokes such as 5B, 5C and so on.

You do realize your opponent can tech out of the throw ending your combo string and since the throws are in a combo they have plenty of time to tech out of them. Jin would be the most broken character in the game if he got away with untechable throw combos.

Posted

Hey so...can any of you suggest good Freeze followups, either from 2D, 5D, jD crossup, 6D, 236D, j236D, or 623D near the corner. I'd like to avoid Black Heat if at all possible.

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