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Ice Cube

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Everything posted by Ice Cube

  1. Absolute best meter-less 5B corner combo that's character-specific and a real bitch to pull off: 5B(2) > 5C > 623B > (weird timing) 6C > (more weird timing) 5C > 6C > 623C > 5B(2) > 5C > 2C > j.D, land 5C > 3C > 214C (3932, 54 heat) Relatively easy on Hazama and Tager If you did not float the opponent high enough to do 5B(2), switch to 5A > 5C > 2C > 623C (3559, 37 heat) 5B > D super > 6C > 623B > (delay) 6C > 623C > 5B > D super > 5C > 2C > 6C > 623C (5935) omit 2C for knockdown (5870) or end the above mentioned bitch combo with land 5B > 2B > 5C > 3C > D super > 5C > 2C > D super > 6C > 623C (5952). Make sure the 5C after D super is as early as possible. Absolute best damage no burst fatal combo: 2C (FC) > 6C > D super > 6C > 623B > (delay) 6C > 623C > 5B > 5C > 6C > 623C, 5A > 5C > 2C > 623D, 5C > D super, 6C > 623C (7341, minimum 86 meter to start) Question: does anyone manage to break 7366 without burst?
  2. The 236C >5C pick-up is universal, just height dependent. However, since in order for both hits of 2CC to connect after j.214A whiff, the opponent must be very high. I wouldn't use that pick-up in any other situation. For your 6CC corner combo, you can change j.C > 214D to 22D > tap D. Sacrifice ~50 damage for 1/2 ~ 3/4 charge is quite a good trade off IMO. It's actually possible to connect 6C > super after using 22x twice in a combo, but the timing of the second 22x is really, really tight. Need to hit at the lowest point possible. Anyone tried 623C > j.214B whiff midscreen? I found that most of the time I would land at the best spot for 2CC to connect. 214C often goes too far.
  3. Did not see these mentioned yet: (5A/2A) 5BB 5CC > 623C > j.214A whiff > 2CC > 236C > 5C > 2C > 236C > 214C > 22C (3095) 5B 5CC > 623C > j.214A whiff > 2CC > 236C > 5C > 2CC > 236C > 214C > 22C (3261) 5B 5CC > 623C > j.214A whiff > 2CC > 5C(w)C > j.C > j.214D > 5C(w)C > 2CC > 22[C] > 5C(w)C 2C > 236C 214B 22B (4000) (all are corner combos) 4k for 5B starter and 1 charge is pretty damn good.
  4. 5B and 5C combo midscreen: (crouch) 5C > 6C > 2D, 6B > sekkajin > 6C > dash > 5C > hj.C > j.2C > j.2C > 214B (3488, 39 heat) (crouch) 5B > 5C > 6C > dash > j.C > j.2C > j.D, 6C > dash > 5C > hj.C > j.2C > j.2C > 214B (3252, 39 heat) corner: 5B > 5C > 623B, dash 5C > 6C > 623C, 5A > 5C > 2C > j.D, land 5B > 5C > 3C > 214C (3586, 51 heat) j.B > 5B > 5C > 623B, 6C > dash > 5C > 6C > dash > j.C > j.D, land 5B > 2B > 5C > 3C > 214C (3595, 50 heat) 5B > 5C > 623D, 6C > 623B, 6C > 623C, 5B > 5C > 2C > 623C (3985, 5-25+21 heat) (crouch) 5C > 6C > 623B, 6C > 623C, 5B > 5C > 6C > dash > j.C > j.D, land 5B > 2B > 5C > 3C > 214C (4441, 57 heat) (crouch) 5B > 5C > 6C > 623B, 6C > 623C, 5B > 5C > 2C > j.D, land 5B > 2B > 5C > 3C > 214C (3994, 55 heat)
  5. Stun, which of Jin's knockdown moves gives the best oki in corner? From what I have seen in vids it looks like Cdp > 3C > ground B/Cmusou > air B/Cmusou. Also, is freeze oki (end combos with j.D or j.236D) strong?
  6. Dead thread is dead. Gagaga http://www.youtube.com/watch?v=Oax22pArrjs#t=5m12s (vs Hazama) http://www.youtube.com/watch?v=TmSlNySt90w#t=8m43s (vs Hakumen) http://www.youtube.com/watch?v=Nq5HmPduZpAT=2m56s (vs Taokaka) Others, names would be great http://www.youtube.com/watch?v=tnW8CO_4T-I#t=6m14s (vs Carl) http://www.youtube.com/watch?v=szKIHzNSqZI (vs Ragna & Carl) http://www.youtube.com/watch?v=25yDsG-6n5g#t=0m35s (vs Makoto & Taokaka) http://www.youtube.com/watch?v=BGgbShXkcPU (vs Litchi, Mu, Tager) http://www.youtube.com/watch?v=-z-k0cpMYxQ (vs Arakune & Taokaka) http://www.youtube.com/watch?v=Z5mQWwTyQYY (vs Platinum) http://www.youtube.com/watch?v=W6iTOHjlo5s (vs Fio's Litchi) http://www.youtube.com/watch?v=W6iTOHjlo5s#t=14m17s (vs Fio's Litchi) http://www.youtube.com/watch?v=L3rpxGhwyRk#t=20m29s (vs Ragna) http://www.youtube.com/watch?v=IEqq4VnUy5w#t=2m7s (vs Bang & Makoto) http://www.youtube.com/watch?v=f1VFTlqcXAs#t=8m7s (vs Buppa's Hazama) http://www.youtube.com/watch?v=Mz4p90Y9iO8#t=5m45s (vs Valk) http://www.youtube.com/watch?v=Mz4p90Y9iO8#t=11m11s (vs Mu) http://www.youtube.com/watch?v=NUDpATrO-HI (vs Tager) http://www.youtube.com/watch?v=TbDgNbgF8v0#t=6m24s (Hazama's cmv) http://www.youtube.com/watch?v=LwBsdBCQd_I (Kaqn's cmv)
  7. The new Cdp loop looks surprisingly similar to Ky's VT loop but in corner instead. arcsys <3
  8. Theory fighter time 6C > Bdp > gold burst x 2 > 6C > Ddp > 6C > Cdp > 5B > 5C > (6C?) > air combo > D musou > 6C > D super or maybe 6C > Bdp > gold burst x 2 > 6C > Cdp > 5B > 5C > (6C?) > Ddp > 6C > 5C > air combo > D musou > 6C > D super If they actually works, it's over 9000.
  9. is it just me or did they buff j.B's cross-up hitbox (5:43 in http://www.youtube.com/watch?v=ykXTAj7hgz4)
  10. stunedge, can Jin still do 5.5k with 50% in corner? (with the correct starter)
  11. stunedge was at SBO, so he is better than everyone of you guys. And he has actually played the new game, so you guys' opinions are shit compared to his. And people who think that high/low is the only mix-up there is probably need to actually learn the game before posting. Especially in BBCS2 when jumping is no longer free. Stop whining.
  12. Definitely not recommended. 236C has 39 startup frame and recovery lasts forever, while emergency tech after 6A is 32 frame. Every character can mash 2A out, not to mention Noel has a single button reversal. No. If the Noel press 2D, Jin can kiss his ass goodbye already. So this won't work even against drive happy Noels. And smart Noels are not drive happy. do we even play the same game. btw after D super, if you can 6A then it means you can 214C, don't even bother with j.214C. 6A and 214C basically gives the same knockdown with about same recovery (27 if you whiff throw after 6A, 30 if you 214C) so go with the higher damage option, 214C.
  13. Why don't you just go learn the damn game instead of showing off to others just how dumb you are, starting from here http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html#attackLevel
  14. Stay gdlk, dustloop
  15. I feel like I'm reading the Litchi CS2 thread all over again. Same pattern: people see nerfs, people call it stupid, "destroy the character", threaten ArcSys to drop the character (even though Jin is getting more buffs than nerfs, but God forbid this to be mentioned) And yes, Litchi's 6A overhead also needs RC to combo stunedge should be the only one allowed to talk in this thread, and I'm not even kidding.
  16. 5BB > 2BB > 5CC > 236A > 22C, 6C > 623B > j.236A > j.214C (lv 0, corner) 2157 damage, I think.
  17. Here's hoping that 5C horizontal range nerf comes with a vertical range buff (which I doubt anyone at the loketest would notice) so that it becomes a more legitimate anti-air. 2D slower is not a very big nerf.
  18. Troll? In my serious business thread!? Anyway, I'm too lazy to update this thread. I will just wait until BBCS2 comes out to finish the resets list and stuffs. Will make sure that every single thing posted in this thread will go to the BBCS2 combo & mix-up thread (I will make it, tentatively) as long as they are still applicable, so thanks everyone for your contribution ^^
  19. Stop posting
  20. 2. IT'S NOT ODD. Just look at Carl's j.2C and Arakune's dives, they are not overheads. Also, 6B is fine as it is right now, a damn good anti-throw tool 3. Short ans: no. Long ans: WHY ARE YOU EVEN ASKING THIS. Play the game more or something. 5. That's 214B. 214C's 2nd hit is confirmed for most normal situations (in CS1)
  21. Pretty sure that combo would do around 2.2k in CS1. So yeah, probably better proration. Please help to test the corner throw combo I posted ^^ In CS1 the maximun Jin can get from corner throw, with 25% and ends with 214C knockdown, is 2970 fyi.
  22. pretty sure forward throw has better proration in the last loketest (http://www.youtube.com/watch?v=0FMhLlalZZI#t=1m53s) maybe they changed it back. oh well. if 3C > 236D works against everyone then arcsys failed hard to nerf our corner oki.
  23. stunedge, can you help confirming whether forward throw (3rd hit) has better proration than CS1? If it does, try out some new corner combo like: 6 throw (3), 623B, 6C (DC) > j.C j.2C 214C/D if that one doesn't work, maybe 6 throw (3), 214A whiff, 5C > 2C > 3C > 214C/D or 6 throw (3), 214A whiff, 5C > sekkajin, 6C > 214C/D or something better that you can think up of, idk.
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