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Everything posted by shtkn
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My 2D/HD Painted Fighter (WARNING IMG HEAVY)
shtkn replied to Ashenwraith's topic in Misc Fighter Central
as cruel as this will sound, your bb sprites look like you just blew them up in photoshop, applied a watercolor filter, then smoothed out the edges by hand. also, taht realistic jin face (and remy's as well) looks VERY unnatural because you applied a realisitic style to an unrealistic face, making the proportions look off and thus creepy. i'm almost certain you just looked at the original sprite and said to yourself "the eyes in the original sprite take up this much room, so i'll make them take up the same amount of space in my sprite in my style". Don't do this. Figure out how to translate their expressions into your style while still keeping their defining characteristics. If that means drawing "outside the lines" then so be it. -
sorry, but no. i bought the mook to help get teh data online asap, not for people to ogle over artwork. i'm sure someone out there will be willing to do it, but it won't be me. plat data recieved. KayEff is a friggin monster
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tager data recieived imo it's not worth getting purely for an art book. there's concept art/sketches for all the dlc chars, and a closeup of some platinum sprites. everything else is just screenshots of the characters in-game.
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ragna and mu data received
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Once you guys are done translating a section, please send them to both me and Bohemian Polka. Bohemian Polka said she'd be willing to be our editor so she'll be handling that while I start creating the tables. I'm trying to make it so ppl can show/hide certain columns, but last time i tried doing that, it didn't work very well. If worst comes to worst, we'll just use the format that's already in place. i'll update hte first post in a moment
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Got the mook last night. I'll hopefully be able to scan it tonight after work.
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okay, i stand corrected that it does in fact combo. However why would you want to do this? I tried it out for a bit yesterday and you need to be close to them for this to work; if you do 6C from too far away or if they're in the air, it won't combo. I highly doubt you'll be getting a non-counterhit 6C at that range. On counter hit you can do a much better combo involving three 6Cs.
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Amazon.jp says I'll be getting mine between Monday and Wednesday of next week
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
i'll try AH3 if it's there, but i doubt i'll get into it. Character designs are a turn off to me, and i really disliked the floatiness of AH1 when i tried it (which still seems to be there in AH3). i'm free from now till next Wed if you guys want to get together some time. -
they're showing up okay for me. i havent touched that part of the forums in a long time, so i don't know what could be causing it. also, i've been working on the color problems. a lot of them should be fixed now, but some still persist.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
shtkn replied to Wolf Pup TK's topic in Archive
if he's completely next to them, then it should work. Also note that sekkajin won't get all hits vs some characters like Noel and Lambda (and Mu?). my guess is T. Kang is right: mash C faster so they don't get pushed too far away after 5C. -
um... i don't think your combo works. How can you do all that stuff after the 2D? The opponent would hit the ground (and would not be in an air-juggle-able state) by the time you get over there for the j.2C. 5C > 6C works only when crouching, on air hit, or counter hit.
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
sorry beatsstayflowin, ppl did indeed come down, but we stayed up way too late and i ddint' see your post in time. i believe i'm free this weekend+friday if anyone's interested. -
March 11-13, 2011 (FINAL ROUND)14 New Era of HYPE! Atlanta, Ga.
shtkn replied to ShinBlanka's topic in Archive
if anyone would like to write up something to hype up FR, please make a thread in the article section and I'll put it on teh front page. -
you're right, i forgot 2A anti air. I used to think that 2C as an anti air would work, but in my experiences in CS1, it hasnt worked very well and i woudl be better off doing one of the other options. I can't say if it will work any better in CS2, but I'm not going to add that in just yet.
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Hey guys, by now i'm sure you guys have seen Spirit Juice's plan to make video tutorials for everyone http://www.dustloop.com/forums/showthread.php?11073-Community-Project-BBCS2-Character-Tutorial-Videos Yuushiro and I have been working on a list of stuff on google docs, and I figured we've made enough progress that we can show you what we have so far. Clearly it's not finished, and I want to cull the combo section so it's not as big, but hooray, progress! 1) Introduction Character breakdown of play style, strengths, and weaknesses Jin’s strengths are: being a jack-of-all-trades (meaning he will always have a tool in almost any given situation), and being able to use “EX Attacks” for 25% Heat. His weakness is he doesn’t excel in any one area. Note: be careful when using any ex attacks since your heat gain will decrease for a while. My advice is to spend most of your heat once you get to the corner and don't spam unnecessary 25% EX. Playstyle is midscreen zoning with tools like j.C, 5C, 5D, 623A, 2D until you get an opportunity to rush the opponent down and stick them in the corner. From there, find a way to start your damaging 623C loops. Breakdown of normals AA normals are 5C, 5B, 2A, 2C. Jin’s air-to-air normals are dependant on enemy’s position (if in range of j.A, use it, otherwise use j.C), if opponent is above or below you, use j.B or j.2C (depending on their position: j.B hitbox most likely won't hit enemy above you and it has a wheel like animation. Try using j2C if the enemy going to be above you). j.B and j.2C can be used as jump in crossups 6B is used as a way to catch opponents who try to break a throw. Be sure to mix in things such as 2B every once in a while to keep them guessing. If they do the 3ABC option select, you can react to this with a throw (since they will be in a throw reject miss state for a while)! When the opponent is crouching, 5C > 6C and 2C > 6C both work. 2D is used as blockstring ender since it leaves Jin at +5. However using it haphazardly is not a good idea 5D is used sparingly as a part of combos and as a zoning tool since it hits pretty far in front of him. However doing it too close will leave you vulnerable to counter attack. 3C is a sweep that’s used primarily in combos. You can combo into ice car for damage. 6A is your overhead that comes over very quickly, but does requires a RC (or a counter hit) to combo afterwards. It is safe on block and removes a guard primer. 6C is mostly used in combos, but can be used to punish opponents who recklessly jump 2C is used in pressure strings to catch enemies who try to jump out. Breakdown of special moves Changes from CS1 to CS2 +2C>5C gatling, easy to confirm for fatal , can't do the 2nd 2C +sekkajin knockback decreases a lot +2B >5B gatling added, cant do 2nd 2B +623C does 1300 instead of 1000 dmg. untechable time increased; opponent will hit the ground on normal hit + Yukikaze now does 3080 damage + jump is now 4F startup (was 5F in CS1) + j.B is looking as dangerous as it was in CT.(probably because of the new jump startup) + You can do "5B > 2B" and 5B > 6A", it looks like 6A is a really fun move to use now. + Neutral throw's freeze time is longer now. + 5B is air unblockable (must FD in the air) + 5C is air unblockable (must FD in the air) + 6A removes a guard primer on block + 214B and j.214B knock down +623B 's untechable time greatly increased, ground hit would be until they're knocked down, can follow up with 5C and 2D +5C has better vertical range, can be used more as AA +j.2C has bigger hitbox below Jin +5D speed is faster than CS1, combo from 5C. - 623C has longer recovery - 623D seems to have the same move proration, combos with 2 623D's involved pretty much don't work anymore (less dmg for corner loops?) - 3C techable - 5C has less horizontal reach - 6A forces crouch on hit (6A > rapid cancel > 5C>6C possible) , cant be special canceled - back throw prorated really bad -6D doesn't break primer anymore - throw is not cancellable anymore, but you can combo with dash 6C and does something around 2000 - 214D's startup looks slower -623B's low hitbox removed, won't hit any crouching characters. 2) Combos Basic combos Starter 5B: 5B (2) > 5C > Sekkajin > 6C > 2D > 6C > 214C (2780 damage) 5B (2) > 5C > Sekkajin > 5C > 6C > Dash > j.C > j.2C > j.D > 6C > 214C (3054 damage) Corner: 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.2C > 214C (3224 damage) 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.C > dj.2C > 214C (3333 damage) 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (3584 damage) Tager specific: 5B (2) > 5C > j.B > j.2C > j.C > 5C > j.B > j.2C > j.D > 5B > 3C > 214C (2887 damage) Crouchers only: 5B (2) > 5C > 6C > Dash > 5C > j.2C > j.D > Airdash > j.2C > j.C > 5B (2) > 2B > 5C > 3C (3009 damage) Starter 623D: 623D > 632146C (3082 damage, tested against Valkenhayn) 623D > 6C > 6D > 5C > sj.C > sj.2C > dj.2C > 214D > 6C > 214C (3753 damage) 623D > 6C > 623B > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (4227 damage) 623D > 6C > 623B > 6C > Dash > 623D > 6D > 5C > sj.2C > 214C (4529 damage) Starter 2D: 2D > 6B > Sekkajin > 6C > 214C (2388 damage, 28 meter) 2D > 6C > 5C > 6C > Dash > j.C > dj.2C > 214C (2690 damage, 25 meter) 2D > 6B > Sekkajin > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (3021 damage) 2D > 6C > 5C > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (3094 damage) Ground Throw: forward/back Throw > (Backthrow needs a slight Dash) > 6C > Dash > 5C > 6C > Dash > j.C > dj.2C > 214C (2229 damage) forward throw>5C>214B forward throw>2D>5A>5C>214B forward throw>2D>5A>5C>5D>214D>6C>214C forward/back throw into the corner > 6C > 623B > 6C > 623C > 5A > 5C > 2C > 623C Airthrow: Airthrow > 6C > Dash > 5C > 6C > Dash > j.C >dj.2C > 214D > 6C > 214C (3449 damage) Starter 6C: 6C CH > Dash > 6C > 2D > 6B > Sekkajin > 6C > 214C (3738 damage) 6C CH > Dash > 6C > 2D > 6B > Sekkajin > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (4378 damage) 6C CH > Dash > 6C > 2D > 6C > Dash > 6C > Dash > j.C > dj.2C > 214C (4046 damage) 6C CH > Dash > 6C > 2D > 6C > Dash > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (4457 damage) Starter 6D 6D > 6B > Sekkajin > 6C > Dash > 5C > 6C > Dash >j.C > dj.2C > 214C (3517 damage) 6D > 623B > 6C > 6D > 623D > 6C > 6D > 5C > sj.2C > 214C (3964 damage) Sekkajin combo(when going from midscreen to corner) 5B>5C>sekkajin>6C>dc>small dash>5C>6C>6D〜 Fatal Counter 2C(FC)→5C→6C→2D→6B→5C→2C→6C(dc)→5C→(jc)→JC→(jc)→J2 C→214 B You can substitute the 214B with J214D→6C→214C at the end instead. new jin combo quick summary courtesy of stunedge: B>C>Bdp>2C>6C>6D>IAD J2C>JC>B>2B>C>3C>214C 46% heat 3200 sth B>C>sekka>6C>2D>6B>sekka>JC>214B 38% heat 2800 sth B>C>Bdp>2C>6C>Cdp>B>C>JC>JD>214B throw>6C>Bdp>6C>Cdp>A>C>JC>jc>J2C>214B 2D>6C>Bdp>6C>5C>6C>Cdp>A>C>HJ2C>214B Advanced combos Counter hit and Fatal Counter combos Character specific combos (if needed) (Keep in mind that the combo section is going to be 100% practical combos you would use in a tournament, not flashy, combo video material) 3) Strategy Mixups 1. 6B throw feint. This can be defeated by either mashing or doing the barrier block/ throw break option select (1+ABC) if the opponent uses the option select, delay your throw slightly and they will be unable to break the throw (throw reject miss) if the opponent is mashing, just do a fast attack to hit them out of it. Also if they are mashing 2A while blocking because they want to prevent you to dashin>throw try doing a frame trap 2A>2A>delay>5C for example. 2. 6A. Requires an RC or a counter hit to continue the combo. 3. 5B now gatling to 6A or 2B, giving them 50-50 guess especially if you have meter 4. freeze from a j.D or corner 236D into jump in high/ low/ throw 5. air dash 3 ice or jD..., giving them cross up/fake cross up to worry about. Do it when you get pushed back a little bit far away. In the corner you can do jD after 5B since the 2nd hit of 5B will pull the enemy towards you 6. 6B>3 ice or fireballs. 7. jump in place jC on mid range. 8. fuzzy guard setup with j.2C. 9. Multiple j2C if it's hit because it's jump cancellable or j2C>jB for multiple overheads. 10. Hit them with a lot of jump moves.., ex. : j.B>j.2C>j.D> 3 Ice. j.B>j2C>(jc)>j.B>j.A>j.A j.B>j2C>(airdash back)>j.C 11. 5B/2B/5C blocked>jump back>j.236A/B>air dash j.2C or jump delay j.C 12. pressure(5B)> IAD j2C in the corner Pressure 1.midscreen blah blah 2D, run up 2A or 2B blah blah 2D, blah blah 2D... (don't spam 2D too much though, almost all character have counters for it if they are looking for it. If you keep 2D-ing after pressure). 2. 5D dash cancel should only be done at far ranges since it is -4. Sometimes I like to cancel it to uppercut to keep them honest and guessing and not just mashing eventhough it's negative on our part. It's risky and dangerous though. (dash cancel from 6C or 5D) 3. I throw my enemies a lot eventhough the dmg is low. It will carry them far to the corner. 4. jump-in j.B and j.2C. I mix it sometimes with empty jump, 2B to keep them guessing. Or jump in 3 ice or air fireball to keep prevent them from just spamming DP or AA moves. 5. midscreen into IAD (cross them up) j.C Okizeme 1.2A, 2B and 5C are your general roll stoppers. a.In the corner after a 3C, you can use 236C b.also 5B, 2A, 2B will stop people from rolling out from the corner. you can try to use purple air throw sometimes to return them back to the corner. c. If you are doing the corner loop and ending your combo with rehhyou you can try to jump for mixup and j2C will catch them if they try to roll out or quick getup. Otherwise if they neutral tech then you can do whatever mix up you want. 2. Crossunder 2A when they neutral tech 3. Gimmicky but you can do ice car B if you think they gonna roll backward 4.3C > 236D doesn't work anymore in BBCS2. You can substitute this with 6C(delay)>236D instead but sometimes it's not worth it remember this is for characters with big hitbox Misc. tips/tricks 1.You can do 2 air projectiles in a row if the first one disappears quickly enough and you are high off the ground. you can also do multiple j.C or combination of those 2. 2.Remember that Jin best poke is 5B but now you can also mix it up with 2B and 2B cancel to 5B too. 3. Remember 2C as a very vertical anti air and you can cancel it to 5C make it so much more safer move. But still you don't want to spam this. Think of it as your dead angle DP. 4. Ice arrow CH have untechable time till the enemy hits the ground, so does Yukikaze. Use this opportunity to deal more dmg if you can. For the ice arrow, you can swap corner by doing dash in 2B to slip under the enemy hitbox and make them to be in the corner instead. gdlk comeback tools for both of them. can do 6000++ dmg with 100% meter in either situation. 5. use frame trap once in a while delay some of your normals like before 5C or 2C to get a counter hit. ex. 5B>2B> delay>5C (CH) 2B>5B>delay>2C (FC) 6. end your combos with hjc>j.C>jD... and then airdash jD or 3 ice for air crossup mixup As a rule of thumb, freezes from normals (5D, 2D, 6D, j.D) can only be the first freeze in the combo. After that you can only use 25% special attacks and distortion drives to refreeze the opponent.
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
yeah, not many of us down here. on a more uplifting note, i'm hosting this weekend if people are willing to show up. I believe some guys from the LA area are coming down -
closed and added the word 'offline' to the forum description
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iirc only Litchi and Carl can do this technique litchi does it by 66~2D~BC card does it by 66~2C~BC in other words air dash, then quickly do that 2nd attack, then quickly do a throw
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i forget how much it would cost to upgrade the server, but quite frankly, i'm willing to foot the cost if we don't have to deal with this problem again. i'll ask trag again about it (or you can bug him too scott).
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i experienced this problem too... i assume it's cuz we're at our database limit again. i really want to get some more space, so hopefully that will happen soon-ish.
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argh, again no one added this to the front page? Clearly this system of having the staff add to teh calendar is ineffective, so I'm going to hcange the system so taht ANYONE can add to teh stream calendar. You'll be able to modify events you created, but won't be able to edit anyone else's events. Staff can still edit other ppl's stuff. I apologize to everyone who didn't get a chance to post it on the front page.
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i'm having a hard time undestanding what you're trying to do. Sol's IK can be blocked in any direction, so how can you create a 'setup' with it? do you want to do some crossup gimmick with it? i suppose that's possible if you make them tech in teh air in a specific direction or something but this can easily be defeated by NOT teching. also: http://dustloop.com/guides/ggac/ do you not see the frame data link in the section titled 302 (Frame Data)? or am i misunderstanding your question of frame data for 'movements'?
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
shtkn replied to Wolf Pup TK's topic in Archive
yep, they have enough time to jump out of the way of the slow ice blade if you do it midscreen