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shtkn

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Everything posted by shtkn

  1. because while i dislike it, i know lots of ppl do it, and it isn't really hurting anyone/anything. i try to listen to everyone suggestions believe it or not.
  2. it's more the whole BB main: blablahblah subs: blahblahblah GG main: skdfslkdf subs: lskfdjslkjflskdjf SF4 main: lksfjlksdf subs: aslkdjflaksjdf that bugs me. i mean seriously it doesn't help anything. if you play a certain character as a main, i'll know when i fight you or when i see you post something interesting in that char's forums. what good is declaring to the world your charactesr if you still suck with them?
  3. some notes from stunedge in the discussion thread. It's all good stuff to me, so i figured it should be here for everyone to see. posting some combos I use considering meter gain, damage and situation after the combo, i think these are the ones close to the best choice, however i wrote this summary note like about 3months ago so there could be sth even better there is more summary and analysis but I am too lazy to translate my article to english :p hope this can help some of you guys getting ideas of how to play Jin in CS 【Stand, from jump attack etc】 B>C>Sekkajin>6C>2D>6B>B>2B>C>3C B>3C>2B>C>HJ2C>JD>dashJ2C>JC>dashB>2B>C>3C B>C>Sekkajin>C>6C>dc>JC>J2C>JD>6C>214C B(1)>C>Bdp>6C>6Dx2>Sekkajin>6C>214C      B(2)>C>Bdp>6C>6D>iadJ2C>JC>dashB>2B>C>3C     B(2)>C>Bdp>6C>6D>dash throw wiff>Sekkajin>6C>214C    its pretty hard to do sekkajin combo against Ragna, Carl, Lambda, so just use B>3C (for ragna, use dash B>C>sekkajin~) or just do B>2B>sekkajin 【Crouch】 C>6C>dc>C>HJ2C>JD>dashJ2C>JC>dashB>2B>C>3C C>6C>delayBdp>6C>6Dx2>B>2B>C>3C do whatever for crouch 【from mid-range poke】 (JC)>2D>6B>Sekkajin>6C>214C B(1)CH>6C>2D>6B>Sekkajin>6C>214C B(1)CH>6C>2D>6C>dc>C>6C>JC>jc>J2C>214D>~ C(CH)>6C>dc>C>6C>dc>JC>jc>HJ2C>(JC)>JD>~ C(CH)>6C>dc>C>H2C>JD>dashJ2C>JC>~ J236D>C>Sekkajin>6C>214C D(CH)>6C>dc>C>HJC>J2C>jc>J2C>214C 【6A】 6A>Bdp>6C>6Dx2>Sekkajin>6C>214C  6A>Ddp>6C>delayBdp>6C>dc>JC>jc>J2C>214C Bdp does not combo against Jin, Hazama, Litchi, Rachel, Carl, and it requires dash6A for Tsubaki 6A>214C works against Jin, Bang, Tager, Hakumen, Carl, Noel, Arakune, Hazama 【6B,6C,6D】 6C(CH)>dc>6C>2D>6B>Sekkajin>6C>C>HJ2C>214C   6C(CH)>dc>6C>6D>6B>Bdp>6C>dc>Ddp>6C>6D>C>HJ2C>214D >6C>214C   6B(CH)>6C>6D>6B>Bdp>6C>dc>Ddp>6C>6D>C>HJ2C>214D>6C >214C 6C>delayBdp>6C>6D>6C>6D>Ddp>6C>6D>C>HJ2C>214C>6C>2 14C 6C>6D>6B>Bdp>6C>6D>Ddp>6C>6D>HJ2C>214D>6C>214C 6D>6C>delayBdp>Ddp>6C>6D>C>HJ2C>214D>6C>214C change the end to 6C>hiyoku for more damage 【FC】 2C(FC)>6C>2D>6B>Sekkajin>6C>dc>C>6C>JC>jc>J2C>214D >6C>214C 2C(FC)>6C>delayBdp>6C>6D>6C>6D>Ddp>6C>6D>C>HJ2C>jc >J2C>214D>6C>214C 【Ddp】 Ddp(1)>6C>delayBdp>6C>dc>Ddp>C>6C>dc>JC>jc>J2C>214 D>6C>214C    【Important notes】 * B>3C>2B>C>HJ2C>JD>dashJ2C>JC>dashB>2B>C>3C is a new BnB combo, you have to learn this one in CS * its better to save the meter and spend them all in the one combo than wasting 25% meter from every single poke * 6C combo does more damage than 2C fatal combo, but 2C combo gets back more meter * JC and J2C are bad moves to add in the combo, if you want high damage combo, do not use these moves unless its the very end of the combo * 6B 6C are some moves you want use more in the combo * ice car is terrible, even worse than it was in CT * hiyoku is a good super to end the combo * doing 300 more damage in whatever combo means nothing to Jin, don't sacrifice a good oki position for that little damage * always have a clear plan for the meter distribution
  4. I can only do 6C > dash cancel > 6C on counter hit... how are you doing it on just fatal counter?
  5. bb character balls updated. we're missing mu, but hopefully the artist will make her soon. EDIT: she's done thank artists KayEff and Stark for the balls, i just tweaked them slightly
  6. that's not a dash cancel. you're doing a dash as soon as the 214D finishes, so it's a link. just practice the timing. yes, you need to do a full superjump motion after the 2C. My guess is that it's done this way so you can actually do a 2C > normal jump, if it always "prebuffered" then you'd always get a super jump.
  7. im normally able to get them to touch the ground most of the time. trust me, lower is better, though i don't understand why.
  8. make sure you let your opponent fall as far as possible after the first hit of 623D before you do the second hit.
  9. nope. i am actually not a fan of it at all. sorry but declaring your mains in your signatures seems so scrubby to me.
  10. i don't know if this is the right place to ask but... does anyone know who made the character balls or anyone who can ape teh style enough to make the ones we're missing?
  11. i didn't have many other places to put hype dog... everywhere else either already has a unique icon or is guilty gear specific (which wouldn't make sense for a BB sprite). If ppl really dislike its current location that much i could just use hype dog for the staff forums since we don't have an icon at all i could just swap some icons around but shrug, didn't seem like THAT big of a deal. edit: maybe i'll swap it with event announcements since that's where hype is supposed to be
  12. noted. thanks for the proofreading everyone! please keep it up.
  13. carl problem noted. i think backdash data is in the system section, which isn't translated yet
  14. wouldn't you need to space your air dash to end right on the other side of the opponent so you actually turn around? that might make opprotunities for this harder to set up. maybe you can change the direction you jump before hte air dash to compensate. sorry i can't test since i'm at work right now.
  15. should be up now
  16. you recover from j.236C faster tahn the other 2, so you need to be a bit higher off the ground when you do it. The recovery time for the A and B versions are the same according to the frame data, so it should be the same timing for those 2.
  17. it only works on chars with fat 'lying on the ground hitboxes' like tager and rachel
  18. seeing as funkytofumonsta and skd have the same IP... all i can say is ban.
  19. you need to air barrier block the D bug as it goes upward, and arakune's 6D is an overhead. Beyond taht, i think all bugs can be blocked in any direction.
  20. another gimmick i've been mashing in training mode is forward throw(2) > sekkajin, 6C > 2D, run up meaty 6D or 6A or 2B. I figured since the damage of any forward throw combo seems pretty crappy, i might as well do some setup instead.
  21. tsubaki data is up. thank jewdo again for noel and tsubaki translations!
  22. you should be registered now diospyros
  23. noel is up remaining is tsubaki, system notes, and notation guide
  24. it normally listen for the sword clicking sound as well though i still haven't gotten it consistently yet. I also use sound to help time attacks after a sekkajin (after the 8th slash).
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