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Everything posted by Ice Cube
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@xlolxlolx: Damn good combos you have there. But the spacing seems quite impractical, from what I have tried. And I wouldn't count on 2C (FC) > 6D much , a good chance it will whiff. I remember hitting a Taokaka out of her drive with 2C(FC) then cancel to 6D and it whiffed. Anyway, list updated.
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From theory fighting, I would say Yukikaze(1)(FC) (RC) > dash 6D, 5C > 6C (DC) > 2C > delay 6C (DC) > j.C > j.2C (JC) > j.2C > 214D# do the best damage, either that or change 6D to 236C, 6B (and yes you can add a taunt after RC, the freezeing effect last for freaking 120 frames), but I cannot confirm it right now, help would be appreciated. Will just put this under FC combo for now. And a big thanks to shtkn who stickied this thread. Edit: that one doesn't work, not enough meter gain. Updated with a working one. And it seems the taunt actually help: by taunting, your 6B will be outside the 120 frame no heat gain period after yukikaze . Anyway, how did you manage to get 4.5k?
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I think 2B OTG is a better choice for air throw reset than 2C OTG, because 2B has less untechable frames so the opponent would tech closer to the ground, and you can also do it after 3C. For 2C, if I don't time the jump correctly it's a purple throw. Nice reset option there. Do take note that Taokaka can get out for free (crawl). Astral heat combo added under misc.
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A primer on Jin's mix-ups [WORK IN PROGRESS] Read this first: http://www.dustloop.com/forums/showthread.php?8423-A-primer-on-mixups This guide is mostly a list of Jin's tricks to put opponent into a guessing situation. It's divided into 3 parts: mix-up during a blockstring, reset (attempts to start a new combo right after finishing one, often by prematurely ending the previous combo in a non-standard, gimmicky way) and freeze reset (ending a combo with the opponent frozen and forcing him to guess immediately after unfreeze) Mix-up during a blockstring High/Low: With 6A Pros: In BlazBlue's standard, it's damn fast (19 frame startup. For comparison, Ragna and Noel's 6B are 24 frame startup). It also does decent damage (~3k mid-screen, ~4k in corner with 25%). Cons: It has virtually no horizontal range. Has a distinct startup sound. If it's blocked and you don't have 50 meter to RC, you are left at -16 with no way out, which means most characters can punish with a fat combo. Follow-up combos are character specific. Conclusion is that 6A is a bad move. It does have its uses though: because of its shittiness, most players are preconditioned to low block happy against Jin, hence using 6A correctly every now and then has a good chance of catching your opponent off-guard. Here's how to use 6A in your blockstring: - By cancelling from dash 2A/5A (you can 6A after the opponent block your 2A/5A anti-air as well) - Do after an air attack (e.g IAD j.B > j.2C, land dash 6A) - After a + frame move (namely 6B, 6D and 236D). Does not work well on good players. - Do it meaty on wake up (really risky against characters with good reversals) With fuzzy guard: Basically fuzzy guard is about taking advantage of a common fighting game mechanic: During blockstun, the character sprite cannot be changed (e.g, after blocking Ragna's j.C while standing, if you switch to crouch block and Ragna do j.D you will get hit, but your character remains standing). Jin's fuzzy guard mix-up is not that great but it's much safer than 6A, making it a viable choice. How to do: - IAD j.B > j.A > j.A, mix with IAD, j.B > j.A, land 2B (j.A is also a tick throw, making this kinda deceptive). - IAD j.2C > delay j.C, mix with IAD > j.2C, land 2B. Strike/Throw: Vid reference: http://www.youtube.com/watch?v=r_LprGMVeks#t=6m19s IMHO, Jin's highest reward mix-up. Basically, do a tick throw move during your block string (2A, 5A, 2B, 5B(2), j.B, j.B > j.A, maybe 6B or 6D) then run at your opponent (run a hell lot) and either throw or 6B (do 6B more often). How does this work? 6B is airborne for most of its startup frames and ground throw does not work against airborne opponents, so 6B is throw-invincible. It also moves you forward a hell lot, which gives the wrong impression that you are running at the opponent to throw them. This would tempt many players to do a preemptive throw reject, but since 6B is throw-invincible, it would become a whiffed throw, and they eat a 6B(CH), which means good news. Do some actual throws to mix it up, and your opponent should be scared of your tick throws. Block/Mix-up Baiting reversals is more about understanding the match-up and the specific opponent than anything. The only explanation needed here is to punish what reversals with which move. Will do later. Cross-up/Feint cross-up j.236D is your friend here. Do it low enough on the other side of your opponent and it's a cross-up, do it a bit higher and it's a feint cross-up. j.B and j.D can be useful as well. How to do: - 5B(2) > IAD j.236D (cross-up), needs further testing. - Any other jump cancel-able move > IAD j.236D (feint cross-up) - 5B(2) (JC) > air throw (whiff) or j.C (whiff), j.236D (cross-up), may be character dependent (gimmick I found out myself, haven't tested out much yet) - Any jump cancel-able move > IAD j.D (cross-up) - Jump back, air dash > j.A (whiff), falling j.B (cross-up) (this is mostly to maintain pressure since it's kinda obvious) Take note that by IAD-ing, you are exposing yourself to reversals and air throws. Best to do it sparingly and do not IAD from only one single move (say 5C), it gets predictable quickly. On opponent's wake up at mid-screen, you have a new option that works if the opponent neutral tech: Dash 2A (whiff) (either cross-up or feint cross-up depending on your timing), 5B/5C/3C afterwards. This works because dash 2A allows you to magically slide under the opponent as his jump up animation for neutral tech, so depending on your timing, you can be at either side. This can screw reversals up and possibly catch people who roll back/forward or quick get up as well. Use it. Strike/Strike I don't know what to write on this because I usually just do whatever. Will write once I figure it out. Punish jump, prejump & backdash Basically, do something that prompt the opponent to get out, then punish their attempt. - 2B is the preferred tool to punish prejumps. Just do it late after 5B, 2A, 6B, 6D, 2B, 5C. After Ice sword RC even, if you want that kill. - 2D is the preferred tool to punish backdashes. Max range 5C > delay 2D is quite safe. - 5C > late IAD, air throw. The typical follow-up here is j.236D, which would put the opponent into a mix-up. Many people would try to avoid guessing by jumping backwards or j.A to stuff the j.236D, and eat the airthrow instead. - j.236D and 2D are non-punishable and leave the opponent at a comfortable distance for them to jump out. Try to punish with 6C. Quite risky though. - Corner is where Jin anti-jump game truly shines. Make full use of his air unblockable attacks: air throw, 2C, 6C, DP A, B and D. 6C is quite safe and moves forward a lot so it's the most commonly used. However DP A and D are much faster, air throw is difficult to react to, while DP B and 2C have better vertical reach, so use them depending on the situation. 6D is also good because it pull people who normal jump back to the ground, break primer and reset pressure. Jumping together and force them to block j.A or j.B is also good and safe to reset pressure. To prompt people to jump out of corner, the most common way is backdashing out of your pressure. You can also do j.236A/B at normal jump's max height or stopping your pressure with a max range 5C. Resets An example of what Jin can do: http://www.youtube.com/watch?v=-vnEkISkqDg&fmt=22 More to come later...
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Fatal counter combos: 2C(FC) > 6C (DC) > 2C > delay 6C (DC) > 5C > 2D, 6C (DC) > 2C > delay 6C (DC) > j.B > j.2C (JC) > j.2C > 214D# Yukikaze(1)(FC) (RC) > taunt, dash 6B, 5C > 2C> 6C (DC) > 2C > delay 6C (DC) > j.C > j.2C (JC) > j.2C > 214D# (3841) The taunt actually helps. I'm serious. After doing yukikaze, there's a 120 frame period where heat gain of all moves will be reduced. Taunting helps to delay the 6B to outside this period , thus it will gain heat normally. Near corner 2C(FC) > 6C (DC) > 2C > delay 6C (DC) > 623B, 6C > 6D, 6C (DC) > 2C > delay 6C (DC) > j.C (JC) > j.2C > 214D# 2C(FC) > 6C (DC) > 2C > delay 6C (DC) > 623B, 6C > 6D, 6D, 5C > 6C > 6D, 5C > 6C (DC) > 623D, 5C > D super (insane heat gain) Corner (quite lenient in terms of distance from corner) 2C(FC) > 6C (DC) > 623B, 6C > 6D, 6D, 5C > 6C > 6D, 5C > 6C (DC) > j.C (JC) > j.2C > 214D# 2C(FC) > 6C (DC) > 623B, 6C > 6D, 6C > 6D, 623D, 6C (DC) > 5C > 6C (DC) > j.C (JC) > j.2C > 214D# Corner combos: Basic damage: (stuff, no 623B) > freeze, 6C > 623B, 6C (DC) > j.C (JC) > j.2C > 214C/D# Basic oki: (stuff) > 6C > 6D, (either 6D or IAD j.2C > j.C, land dash), 5B(2) > 2B > 5C > 3C Below are better variants and more corner - specific than the basic. Note: 2D and 6D freeze basically have same properties so it's possible to interchange, depending on range. 2A > (5B(1) or 2B) > 5C > 623B, 6C > 6D, oki (on crouching opponent, go straight to 6C from 5C) 6A > 623B, 6C > 6D, 6C > 6D, 5C (HJC) > j.2C > 214C 6A > 623B, 6C > 6D, 6C > 6D, 5C (JC) > j.C (JC) > j.2C > 214D# Does not work on: Carl, Jin, Rachel, Hazama Only works if you dash while 6A: Ragna, Noel, Litchi (Litchi is really tough to connect) 6A > sekkajin, 623B, 6C > 6D, oki Does not work on: Carl 6A > 623D, 6C > 623B, 6C (DC) > j.C (JC) > j.2C > 214C/D# 5B(2) > 5C > 623B, 6C > 6D, 6D, sekkajin, 6C > 214C 5B(2) > 5C > 623B, 6C > 6D, 6C > 6D, 5C (HJC) > j.2C > 214D# 2B > 5C > 623B, 6C > 6D, oki (on crouching opponent, go straight to 6C from 5C) 6B > 623B, 6C > 6D, 6C > 6D, 623D, 6C (DC), delay 5C (JC) > j.2C > 214C 6B > 623B, 6C > 6D, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# 6B(CH) > 6C > 6D, 6C > 623B, 6C (DC) > 623D, 6C (DC), delay 5C (JC) > j.2C > 214C 6B(CH) > 6C > 6D, 6C > 623B, 6C (DC) > 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# (optional 5B(1) >) 5C > 623B, 6C > 6D, 6C > 6D, 5C (HJC) > j.2C > 214C (optional 5B(1) >) 5C > 623B, 6C > 6D, 6C (DC) > 5C > 6C (DC) > j.C (JC) > j.2C > 214D# 3C or 2C > 623B, 6C > 6D, 6C > 6D, 5C > 6C (DC) > j.C (JC) > j.2C > 214C/D# 2C > 6C > 6D, 6B > 623B, 6C > 6D, 623D, 6C > 214C (requires crouch or air hit) 2C > 6C > 6D, 6C > 623B, 6C (DC) > 623D, 6C (DC) > delay 5C (HJC) > j.2C > 214D# (requires crouch or air hit) 6C > 6D, 6B > 623B, 6C > 6D, 623D, 6C (DC), delay 5C > j.2C > 214C 6C > 6D, 6B > 623B, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# (note: can change 6C > 6D, 6B > 623B, 6C > 6D to 6C > 623B, 6C > 6D, 6C > 6D for more damage but requires proper spacing or starting with CH) 6D, 6B > 623B, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C (JC) > 214C 6D, 6B > 623B, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C (JC) > j.2C > 214D# falling j.B or j.2C, land, dash 5B(1) > 5C > 623B, 6C > 6D, 6D, sekkajin, 6C > 214C falling j.B or j.2C, land, dash 5B(1) > 5C > 623B, 6C > 6D, 6C > 6D, 5C (HJC) > j.2C > 214D# AD j.B > j.2C, land, dash 5B(1) > 5C > 623B, 6C > 6D, dash, whiff throw, sekkajin, 6C > 214C AD j.B > j.2C, land, dash 5B(1) > 5C > 623B, 6C > 6D, 6C (DC) > delay 5C (HJC) > j.2C > 214D# 623A(CH) and 623B combo the same as 5B(2) > 5C > 623B 623C(CH), 5C > 6C > 6D, oki 623C(CH), 5C > 6C (DC) > j.C > j.D, land, oki 623D, 6C > 623B, 6C (DC) > j.C (JC) > j.2C > 214C or 214D# 623D, 6C > 623B, 6C (DC) > 623D, 6C > 6D, 5C (HJC) > j.2C > 214C or 214D# 623D(2nd hit) combo the same as 6B(CH) except for the spacing dependant combo below: 623D(2nd hit), far 2D, the rest same as 6C > 6D starter. Throw combos: Front throw (3) > 214A (whiff), 5B > 2B > 5C > 3C Front throw (2) > sekkajin, 6C > 2D, either 6C > 214C or 6B > 214D# Front throw (2) > sekkajin, 6C (DC) > 5C (HJC) > j.2C > j.D, 214C Front throw (2) > sekkajin, dash 5C (HJC) > j.B > j.2C > j.D, land 5C > D super, 6A Back throw > 214A (whiff), 5C > 6C (DC) > j.C (JC) > j.2C > 214C Back throw > 214A (whiff), 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > 214D# Air throw, land 6C (DC) > dash 5C (HJC) > j.C (JC) > j.2C > 214C (up to normal jump's max height) Air throw, land 6C (DC) > dash 5C > 6C (DC) > j.C (JC) > j.2C > 214D# (up to normal jump's max height) Air throw, AD j.2C > j.C, dash 5B(2) > 2B > 5C > 3C (up to high jump's max height, must have air option available) Air throw, delay j.236D, land dash 6C (DC) > delay 5C (HJC) > j.2C > 214C (any height) Air throw, delay j.236D, land dash 6C (DC) > delay 5C (HJC) > j.2C (JC) > j.2C > 214D# (any height) Corner Front throw (2) > 623B, oki Front throw (2) > 623B, 6C > 6D, 5C > 2C > 214D# Back throw > delay 623B, 6C (DC) > j.C (JC) > j.2C > 214C/D# Air throw, land 6C > 623B, 6C (DC) > j.C (JC) > j.2C > 214C/D# (up to normal jump's max height) Air throw, land 623D, 6C (DC) > delay 5C (HJC) > j.2C > 214C (any height) Air throw, land 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# (any height) Misc combos: Throw > astral heat Air throw, land C super stuff > 623B, 6C > 6D (freeze), astral heat 6A > 214C Only works on Jin, Bang, Tager, Hakumen, Carl, Noel, Arakune, Hazama, Rachel, Taokaka 6A > 214B Works on everyone 5B(1) > 5C > 214B(1) (RC) > j.D, land 6C (DC) > delay 5C (HJC) > j.2C > 214C (or just do whatever you want) 623A(CH) or 623B > D super, HJ 214C 623C(CH) > 623A 623C(CH) > dash 5B(1) > 5C (HJC) > j.B > j.C > j.D, 214C/D# 623D or 214D, C super How to end combos with 3C knockdown: - Watch this http://www.youtube.com/watch?v=MhUjeSdDu5w it's really awesome. - Basically, (launch opponent) > 5C (HJC) > j.2C > j.D, AD j.2C > delay j.C, land dash 5B > 2B > 5C > 3C. Same applies to anti-air hits. - Also, (stuff) > 2D, dash 6B, dash 5B > 2B > 5C > 3C. - In corner, 6D, IAD j.2C > delay j.C, land dash 5B > 2B > 5C > 3C. That or 6C (DC) > j.C > j.D, land 5B > 2B > 5C > 3C. How to sacrifice knockdown for max damage with same meter use: - (stuff) > low j.C > j.D, land 5C (HJC) > j.B > j.C > j.2C (JC) > j.C > j.2C - (stuff) > 2D, dash 6B > sekkajin, 6C (DC) > dash 5C > 2C (HJC) > j.C > j.2C (JC) > j.C > j.2C - (freeze), 6C (DC) > 5C > (6C (DC) or 2C (HJC) if proration is too high) > j.C > j.2C (JC) > j.C > j.2C (this do less damage than 6Cxx so use that if possible) - (corner only) 6C > 6D, 5C > 2C (HJC) > j.C > j.2C (JC) > j.C > j.2C - (corner only) 5C (HJC) > j.2C > 214D# or j.C (JC) > j.2C > 214D# can be changed to 623D, 6C > 6D, 5C > 2C (HJC) > j.C > j.2C (JC) > j.C > j.2C How to add D super to your combo: Midscreen - 214D, land 6C > D super. - 2D, dash 6B > sekkajin, 6C (DC) > 5C > 6C > delay D super, HJ 214C (everything after sekkajin is optional for D super to connect, take note of total proration and shorten your combo appropriately for the 214C to connect) - If you still have freeze available after your last 6C (for example the 3C OTG combos) you can do 6C (DC) > j.C > j.D, land (optional 5C >) D super. - Otherwise, add after your last 6C in the combo. - Do take note that throw > D super is not burst-able, so sometimes it's better to skip the hits in between. - After D super, 6A or 214C for knockdown, 6C > 623B for max damage. Corner - Typically, you have better use for 50% meter (something like 623D, 6C > 214D, 6C > 214C can do more damage than D super, and something like 623D, 6C > 6D, 5C > 2C (HJC) > j.C > j.2C (JC) > j.C > j.2C do almost the same damage for 25%) so only add D super at the very end of your combo for a kill. As usual, 214D, 6C > D super is the standard way. - If your starter prorate too much (for example Front throw(2) > 623B), you can either 6D, 6D, sekkajin, (optional 5C >) D super or 6D, 6D, 2B > 5C > 2C > D super. - Best way to spend 100% of your meter: 623D, 6C > 6D, 5C > 6C (DC) > 623D, 5C > D super. Not many starters will lead to this, try it out yourself. - After D super, 6A or 214C for knockdown, 6C > 623C for max damage.
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This is meant to be an exhaustive list of all of Jin's best combo (gives the best damage with knockdown / oki) in BBCS. Suggestions/additions/revisions/any form of help are welcome. Note: Please post all of your questions in the gameplay discussion thread. This thread is primarily for the submission/discussion of Jin's combos. Reading notes: - Sekkajin always means mashing C until the combo counter reaches 8 - Although I only list delay where it's necessary, it's a good habit to delay 5C after 6C (DC). - For 6C > 623B, delay the 623B as much as possible. - Rule of thumb: after freezing opponent, always wait until they touch the ground before connecting the next hit (exception is freezing with j.D) Notations: (CH) = Counter Hit (FC) = Fatal Counter (DC) = Dash Cancel (JC) = Jump Cancel (HJC) = High Jump Cancel (AD) = Air Dash (IAD) = Instant Air Dash (RC) = Rapid Cancel Move(n): n indicates number of hits, for multiple hits moves. 214D# = 214D, 6C > 214C sekkajin# = sekkajin, 6C > 2D, dash 6B, dash 5B(2) > 2B > 5C > 3C (The 6B is optional. Can also do 6C > 214C for easy damage) 6Bxx = dash 6B > sekkajin, 6C > 214C (more frame advantage, less damage) 6Cxx = dash 6C (DC) > delay 5C > 6C (DC) > j.C (JC) > j.2C > 214C (less frame advantage, more damage) or 214D# (25% variant, best) Basic of basics: gattlings > 5C or 3C > 214B or 214D# 3C OTG combos (aka BnB): 2A > 5B (1) > 3C, 2B > 5C (HJC) > j.B > j.C > j.D, 214C (1723) 2A > 5B (2) > 3C, 2B > 5C (HJC) > j.2C > j.D, 214C (1574) 2B > 3C, 2B> 5C (HJC) > j.B > j.C (JC) > j.2C > j.D, 214C (1998) 5B(2) or 5C > 3C, 2B > 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C (2670 or 2933) 3C, 2B > 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# (3018/3365) falling j.B or j.2C, dash 5B(2) > 3C, 2B > 5C > 6C (DC) > j.C (JC) > j.2C > j.D, 214C (2765 or 2825) AD j.B > j.2C, dash 5B(2) > 3C, 2B > 5C (HJC) > j.B > j.C > j.D, 214C (2729) 6C launcher combos: 6B(CH) > 6C > 2D, 6Bxx or 6Cxx (3837/4191/4673) 6C(CH) (DC) > 6C > 2D, 6Bxx or 6Cxx (3999/4339/4822) 6C > 2D, 6Bxx or 6Cxx (3608/3994/4519) AD j.2C > j.D, land 6Cxx (3305/3736) j.C (CH), land 6C > 2D, 6Bxx j.C (CH), land 2D, 6Bxx or 6Cxx (25% variant only) Requires crouching opponent or 5C(CH): 2A > 5C > 6C (DC) > 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C (2460) 2A > 2B or 5B(1) > 5C > 6C (DC) > 5C > 2C (HJC) > j.C > j.D, 214C (2111 or 2058) 2B > 5C > 6C (DC) > 5C > 6C (DC) > j.C (JC) > j.2C > j.D, 214C (2463) 5B(1) > 5C > 6C > 2D, 6Bxx or 6Cxx (25% variant only) (3336/4000) 5B(2) > 5C > 6C > 2D, 6Bxx (3088) 6B > 5C > 6C > 2D, 6Bxx or 6Cxx (3882/4189/4599) 5C > 6C > 2D, 6Bxx or 6Cxx (3326/3623/4025) falling j.B or j.2C > 5C > 6C > 2D, 6Bxx or 6Cxx (25% variant only) (3628/4320 or 3651/4310) falling j.B or j.2C > 2B > 5C > 6C > 2D, 6Bxx (3515 or 3540) AD j.B > j.2C, land 5C > 6C > 2D, 6Bxx (3663) Sekkajin launcher combos (more damage than BnB, most should only be done at point-blank range and on standing opponent): Note: sekkajin is hard to connect on Lambda, Ragna, Carl. Change 5C > sekkajin to 2B > sekkajin helps. dash 2A or 2B > 5C > sekkajin# (2177 or 2286) 6A > sekkajin# (2724) Does not work on: Carl, Lambda 5B(2) > 5C > sekkajin, 6C (DC) > dash 5C (HJC) > j.B > j.C > j.D, 214C (2838) 6B > sekkajin, 6C > 2D, 6Bxx or 6Cxx (25% variant only) (3804/4477) dash 5C > sekkajin, 6C (DC) > dash 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C (3359) falling j.B or j.2C, land, dash 5B(2) > 5C > sekkajin# (2946 or 2997) AD j.B > j.2C, land, dash 5B(2) > 5C > sekkajin# (3081) Drive starter combos: 2D, 6Bxx or 6Cxx (2399/2703/3109) 6D, 6Bxx or 6Cxx (3130/3557/4140) falling j.D > 6Cxx (2718/3122) 5D(CH) (DC) > 6Cxx (3185/3692) 5D (DC) > dash 3C, 2B > 5C > 6C (DC) > j.C (JC) > j.2C > 214C/D# (2816/3222) 5D (DC) > 5C > 214D, 6C > 6D, 5C (HJC) > j.2C > 214C (3137) (can go straight to 214D from 5D for 3250) air 236D (1~2), land 6Cxx (3106/3619 if 1 hit, 3242/3706 if 2 hit) air 236D (3), land 6C (DC) > 5C (JC) > j.C (JC) > j.2C > 214C or 6Cxx (25% variant only) (3091/3781) 236D, 6C (DC) > 5C (JC) > j.C (JC) > j.2C > 214C or 6Cxx (25% variant only) (3130/3753) 214D, 6C > 6D, 5C (HJC) > j.2C > 214C (can also start with 5C or 5B(1) > 5C or j.B > 5C) Anti-air specific combos (these are very spacing dependant): j.A > j.B > j.2C (JC) > j.2C > j.D, 214C/D# (CH) j.B or j.C or j.2C, land, j.B > j.2C (JC) > j.2C > j.D, 214C/D# (Jin close to ground) (modify to land, j.A > j.B (JC) > j.2C > j.D, 214C/D# if not that close to ground) (CH) j.B or j.C or j.2C, land, 5C > either 2C (HJC) or 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# (both Jin and opponent close to ground) j.B or j.C or j.2C, land, 5B(1) (JC) > j.A > j.B (JC) > j.2C > j.D, 214C/D# (both Jin and opponent close to ground) 5A > 5C > either 2C (HJC) or 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# 2A > 5C > either 2C (HJC) or 6C (DC) > j.C (JC) > j.2C > j.D, 214C/D# 5B(1) > 5C > either 2C (HJC) or 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# 5B(1) (JC) > j.A > j.B (JC) > j.2C > j.D, 214C/D# 5C > either 2C (HJC) or 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# (can add extra 5C if first 5C is CH) (can also start with 2C or 6C) Ice sword (CH), dash 5C > 6C (DC) > j.C > j.2C (JC) > j.2C > j.D, 214C/D# 2C(FC), 5C > 2D, dash 6B, 5C > 6C (DC), 2C > delay 6C (DC) > j.C (JC) > j.2C > 214C 2C(FC), 5C > 2D, dash 6B, 5C > 6C (DC), 2C > delay 6C (DC) > j.C > j.2C (JC) > j.2C > 214D# 2C(FC) > 6D, dash 6B, 5C > 6C (DC), 2C > delay 6C (DC) > j.C > j.2C (JC) > j.2C > 214C/D# (be careful, 6D may whiff) 2C(FC) > 6D, dash 6B, 5C > 6C (DC), 2C > delay 6C (DC) > 5C > 6C (DC) > 623D, 6C > 214C/D# Near corner 2C(FC) > 6D, dash 6B, 5C > 6C (DC) > 623B, 6C > 6D, delay 5C > 6C (DC) > 623D, 6C > 214C 2C(FC) > 6D, dash 6B, 5C > 6C (DC) > 623B, 6C > 6D, 623D, 6C > 6D, 5C (HJC) > j.2C > 214D# 2C(FC) > 6D, dash 6B, 5C > 6C (DC) > 623B, 6C > 6D, delay 5C > 6C (DC) > 623D, 5C > 6C > 6D, D super Credit: http://www.youtube.com/watch?v=pulrMwx_GvY
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Some of the above combos can be improved for extra damage with same meter use: a few more: 6C(CH)>623B 6C>6D 6C>6D 623D 6C>6D 5C>hjc>j.2C>214D 6C>214C 6A>sekkajin 623B 6C>6D 6D 5B>2B>5C>3C best if you want oki/setup after 6A j.B dash 5B(1)>5C>623B 6C>6D 6C>6D 5C>hjc>j.2C>214D 6C>214C back throw (into corner)>delay 623B 6C>dc>j.C>jc>j.2C>214D 6C>214C 6B(CH) combo exactly the same way as 623D(2nd hit) note: delay 623B after 6C as much as possible suggestion: make a new combo thread, open to members, the old one is already obsolete and no one maintains it. I would be glad to contribute, even make the thread myself and maintain it regularly if I'm allowed to.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Ice Cube replied to Wolf Pup TK's topic in Archive
2C FC anti-air combo: 2C(FC), 5C>2D 6B 5C>6C>DC>2C>6C>DC>air combo, 4.3k with 25% meter, works most of the time. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Ice Cube replied to Wolf Pup TK's topic in Archive
Remember that 6B has throw invincibility. A good way to make use of that is to do a tick throw move (2A, 2B, 5B, j.A), run (make sure they see that you are running) then 6B (like this), mix it with actual throw. 2C is a good frame trap tool. A late 2C (which can be done after lots of moves like this) can give you an FC combo, especially against 2A mashers. 6C is damn good to punish jumps (a better alternative is IAD air throw, but you are helpless if you whiff). Jin has various ways to bait that jump. Max range 5C>delay 6C is nice, since you can also do 2D to gain frame advantage if opponent does not jump. In corner you can air ice sword (TK or do after jump) then 6C, like this. Make use of your overhead (6A) as well. Do it after you JC something > falling j.B j.A, or after a + frame move (5B, 6D, 6B), or cancel from 2A. May need to run a bit for follow-up combo to work. Be prepared to RC. 6D is kinda "I can break your guard so you better try something to get out quick". Unsafe as hell, don't abuse, but do use it. Have options to safely continue pressure as well as trying out all the stuffs above. Example at the above link. 236A is a safe way to end blockstring after C attacks (do it as fast as possible). Gains you nothing, but at least keep you safe from stuff like Inferno Divider/GETB/dat Houtenjin/etc. IAD 236D is a nice mix-up tool as well. From my experience, doing it after 5B(1) may cross-up while doing after 5C often non-crossup. Use together with IAD cross-up j.B/j.C to keep opponent on his toes. However, he can airthrow you out of your airdash, so don't abuse. -
5B is safe to throw out to interrupt 214D~A (25 frame startup fastest) even after normally blocking a lv4 normal. Airdashing while Hazama is on the ground is suicide. Try to get underneath him when he's in the air. He has no chain that reach there, and his air normals (without aid of chains) all suck. Expect to punish jumps a lot.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Ice Cube replied to Wolf Pup TK's topic in Archive
to add on to xlolxlolx's post: basic safe string is 2A>5B(2)>2B>5C>3C>236A. Good moves to reset pressure are 2A (-1), 5B (0) and 2B(-3 but push opponent quite far). Sneak a 6B in every now and then, but IMO not recommended against DP characters (you just put yourself into a guessing game with quite some risk included, basically). 5C>6C is kinda pointless. 5C>2D is good to use. If placed correctly, can safely poke them with 2A afterwards (DPs will whiff) tk236C can be used to bait jumps. Punish with 6C. corner: 5C>jc(7or8)>j.236A/B, falling air dash j.2C > mix-up j.C/2B 5C>jc(7or8)>j.236A/B, land 6C (you can pretty much expect the opponent to be jumping out) IAD j.B>j.A, land throw (not so good option) cancel something into 6D (2A and 2B max range are good, 5B(1) is also quite safe in general). Lots of options afterwards: dash 2A to continue pressure, punish jumps with fubuki/6C/air throw/j.B, or frame trap opponent's poke attempt with 5C. 6B not advisable during blockstring in corner. Got better + safer stuff to do. However it's a good throw bait. Mix-up 2A>dash throw and 2A>dash 6B kinda works. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Ice Cube replied to Wolf Pup TK's topic in Archive
Thanks for the reply. Should I jump 7 or 8 or 9 or it is spacing dependent? Looks impractical to me, especially the 5C>6C>2D (it must take a huge hitbox and lots of delay for that 2D to hit) and the 623B > D super (too close to corner and the whole thing would whiff). -
This exists ever since CT so I thought everyone would know? Confirming whether both hits will come out is not that hard. Of course 5B(1)>2B is better than 5B(1) whiff 5B(2) ^^. I can delete that link if you want to.
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Guess I would post the rest of render's matches in the SBO quals http://www.youtube.com/watch?v=gmhdtk5Cj4o http://www.youtube.com/watch?v=EwpixR-A6mY http://www.youtube.com/watch?v=ePim-wKOdaA http://www.youtube.com/watch?v=GJ_ro6nivjI http://www.youtube.com/watch?v=nteKcn4RXwo lol @ last match's "you can beat 5A" (reply to above post) no, that combo works against everyone closest to corner except Haku-men (and Lambda and Tsubaki). I really hope Arcsys fix this, it's just dumb having to do an entirely different combo.
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If they are hit with 2B while standing block then how do you 5C>6C (not to mention everyone loves blocking low against Jin). 2B push opponent further, that I know, but 5B(2) is 0 and 2B is -3. Also, you can tick throw/pressure reset after 5B(2) but not 2B. Lastly 5B(2) is cancelable into 2B. So I still hold my view that he should not have done so many 5B(1)>2B.
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Whenever I see someone whiff 6D after 6C in corner I feel sad, how did arcsys screw up Hakumen's hitbox like that? You keep canceling 5B 1st hit into 2B (I think I never saw 5B's 2nd hit for both videos?). Could have hit confirm 5B 2nd hit into much better stuff than a simple 3C knockdown, or pull the opponent in for more pressure.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Ice Cube replied to Wolf Pup TK's topic in Archive
j.B cross-up is never a great idea (at least in CS) but we do need something to mix-up with IAD j.236D non cross-up (IAD j.D is probably a worse idea even since you are left helpless until landing, probably can ice car D away but if you are fighting another Jin you are dead ^^). I'm just asking whether adding a whiff j.A before j.B makes it any better. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Ice Cube replied to Wolf Pup TK's topic in Archive
(after ending midscreen air combo with 214C) run at opponent, 2A as he tech. By some magic you just slide under him and is now on the other side!!! Now you do 5C and your opponent will be like "stupid scrub whiffed his oki so I'm gonna Inferno Di... WTF DID I JUST DO 3C ON WAKE UP". Don't expect this to happen all the time though, but at least this keep you safe from most reversals (except 720, which motion is unaffected by which side you are on) and if you opponent crouch block the wrong way he eat 4k into corner. Should also pick roll tech opponent off the ground into air combo. Jin's best oki is (IMO) after j.D with one air dash available, because it actually gives him safe and quite strong mix-up options and weird gimmicks, but you won't have access to it most of the time and even if you do you still need to sacrifice some damage. Question: is it a good idea to IAD>j.A>falling j.B for cross-up during pressure? The j.A seems to cancel the air dash, make you fall faster and closer to opponent, and Jin's sprite automatically turns after recovering from it. Have seen it in recent Jap matches, but still need to confirm with someone. -
Please don't make statements as if they are facts (especially when they are wrong). Midscreen, 5C>6C>2D>stuff gives better heat gain, better damage, better oki. On topic: if you don't tech 22C immediately, you risk eating (blue beat) 5B>3C>22C. 400 more damage, same setup. So tech immediately is a must. IB 5D's first hit and you can sneak in a 623D / yukikaze. With good hands, of course. Any tips on defensive anti-air? I do 5A against max range j.C, 5C if he's on top, 2C if he jump mid blockstring (after 6A or 3C), run under > 2A if he is high above (j.B seems to beat this one though). Should I 2C after I block an ID RC?
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Ice Cube replied to Wolf Pup TK's topic in Archive
Better midscreen FC combo: 2C(FC)>6C>2D 6B>5C>6C>dc>2C>(delay)6C>dc>j.C>j.2C>jc>j.2C>214D 6C>214C (4638 damage, gain 48 - 25 = 23 heat) (stunedge's listed one do 4547 and gain 24 heat) -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Ice Cube replied to Wolf Pup TK's topic in Archive
Nice little meterless setup off random 2A or 2B (note that these are all done during training mode and have not been applied to real matches): either 2B or 2A>5B(2) >3C 2B>5C>hjc>j.2C>j.D air dash j.2C The air dash is kinda problematic here, while also open up weird possibilities. Doing it as early as possible will make the j.2C combo, not exactly what we want. We want to do meaty j.2C. You can also control the frame window between unfreeze and j.2C hit with your air dash timing, so it's kinda hard to reversal it. There is also a minor difference between doing it late and real late: (late air dash) j.2C, mix-up between late j.C (high, fuzzy guard) and land 2B/3C (low) (real late air dash) j.2C, late j.C (whiff) land 2B/3C (low) If j.2C hit, j.D 6C>combo. And then there's also a Hakumen style gimmick, after you have trained your opponent to block that meaty j.2C (after air dash) j.C (whiff) land, mix-up between 2B/3C (low) and, occasionally, throw. Air dash timing depends a lot on the opponent's height, if done correctly j.C will always whiff, including Tager. Gaga setup off 5B: 5B(2)>3C 2B>5C>hjc>j.B>j.C>j.D air dash j.236D (often cross-up, but non cross-up every now and then) or land and do a 6A/low/throw mix-up. Gaga setup off 6C (must have freeze available): (stuff)>6C>dc>5C>2C>hjc>j.C>j.D air dash j.236D This one is very interesting. If you delay the 5C (or 2C) just the slightest bit, 236D won't cross-up. It will if you do everything at first possible frame. Really powerful setup, especially after you score a random 2A / 2B on crouching opponent (combo won't be damaging anyway). Do take note that some character can mash button out of gaga setup (Hazama can 5C for example) One last gimmick: (corner blockstring) 2Axn>5B(2), IAD j.2C (crossup) j.D (on hit only) WTF kind of gimmick. Works best on characters with big crouching hitbox (Tager, Hakumen). Need to delay j.2C (or may not even work at all) on small characters. -
Barrier block doesn't help with the clap, it's literally air unblockable. Never tech on top of ane if she is in neutral state. Try to tech outside (still risky) or tech close to ground. Also need to be smart with ground tech options to get out of sandwich, sometimes eating a 3]D[ to get out is better than blocking and sit there for free pressure. But just IMHO. Throw quick 236A or j.236C to destroy Volante. Can try getting in afterwards, but make it quick and safe. Some questions: If Carl is turtling behind ane, I tend to jump up and down at j.C max range (from Jin to ane) and spam it to interrupt activation and force Carl to react. Should I be doing this? Should I save meter for CA (which seems to be the only consistent way to get out of sandwich) or spend meter to kill him as quick as possible (only 9.5k after all)?
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5C>delay 2C bait jump, lots of corner 6C bait jump setup, freeze reset w j.236D, run up 6B to bait throw. Good stuff. If I ever play against gaga, I won't bother to jump out for sure.
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It's not psychic if she only has one good option? Teach some respect for 6B CH, 4.2k into corner is surely something. Once respect is taught, dash 2A becomes surprisingly more effective. But yeah, without a hishouken on screen, Lambda practically dominates at all range except jab range. It's not all that threatening however, getting out of her pressure is not quite tough, and you can IB for extra heat. Jin dominates in ground vs air situations, and you can force her to jump with a good hishouken, so it's not all that bad.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Ice Cube replied to Wolf Pup TK's topic in Archive
someone must do this (FLASHY) CORNER COMBO COMPILATION Starters: 1. 6D, 6B>623B 6C>6D, 2. 623D 6C>623B 6C>dc, (possible to add 6D instead of dc, but impractical) 3. 6C>6D, 6B>623B 6C>6D, 4. (CH) 6C>623B 6C>6D 6C>6D, (CH not necessary but for practicality) 5. 6B>623B 6C>6D 6C>6D, 6. 5D>dc>623B 6C>6D, 7. (CH) 5D>dc>6C>623B 6C>dc, 8. (FC) 2C>6C>623B 6C>6D 6C>6D, 9 . 5C>6C>623B 6C>dc, 10. 2C OR 5B(1 hit)>6C>6D 623B>6C>dc, 11. 5C>623B 6C>6D, 12. 2C OR 3C>623B 6C>6D 6C>dc, 13. (crouch) 6B 5C>6C>623B 6C>dc, 14. (CH) 6B 6C>6D 6C>623B 6C>dc, 15. (second hit) 623D 6C>6D 6C>623B 6C>dc, 8a . (FC) 2C>6C>623B 6C>6D 6D 5C>6C>6D 9a . 5C>6C>6D 6B>623B>6C>6D, 10a. 2C OR 5B(1 hit)>6C>6D 6B>623B>6C>6D, 11a. 5C>623B 6C>6D 6C>6D, 12a. 2C OR 3C>623B 6C>6D 6C>6D, 13a. (crouch) 6B 5C>6C>6D 6C>6D, 14a. (CH)6B, 6C>6D, 6B>623B 6C>6D, 15a. 623D(second hit), 6C>6D, 6B>623B 6C>6D, 10b. 2C>6C>6D 6B>623B 6C>dc, 11b. 5C>623B 6C>6D 6C>dc, Follow-up: (damage ranked C to S) 1~15: 623D 6C>6D 5C>hjc>j.2C>214D 6C>214C (add extra j.2C for 1&8) (50%, damage A, knockdown) (change 214C to D super for 100%, damage S) 1~15: (623D 6C>6D)x2, 5C>2C>hjc>j.C j.2C>jc>j.C j.2C (50%, damage A+) 1~7, 8a~15a: 623D 6C>6D 5C>2C>hjc>j.C j.2C>jc>j.C j.2C (25%, damage A-) 1,2: 623D 6C>6D 5C>hjc>j.2C>214C (25%, damage B, knockdown) 3,6,7: 623D 6C>dc>(delay)5C>hjc>j.2C>214C (25%, damage B-, knockdown) 4,5,8a,11b,12a,13a: 5C>6C>dc j.C>jc>j.2C>214D 6C>214C (25%, damage B, knockdown) 9a, 10a, 14a, 15a: 623D 6C>214C (25%, damage C, knockdown) 1~8, 10a(5B), 10b, 12a~15a: 623D 6C>6D 5C>6C>dc>623D 5C>D super (100%, damage S+) (difficult) (don't bother doing this with 5C combos) Notes: * Learn 623D second hit timing * Follow up to D super is usually 6A>throw(whiff) for knockdown or 6C>623C for desperate extra damage * For combos starting with 5C, you can also start with 5B(1hit)>5C * Always delay 623B if done after 6C * Do take note of Haku-men, Tsubaki & Lambda's hitboxes (dunno about Mu) * Some starters are not included because you are better off going for oki and/or easy stuff. * 2D can replace 6D during combos, depending on distance. * You can modify the 25% knockdown follow ups to end with D super, but it would only go up to around A+ damage (which can be done with 25% less meter), so it's usually not worth it. * Spending 50% or 100% on combos starting with 5C or non-CH 5B is usually not recommended. You would have to shorten your starter a lot to accommodate the follow-up, resulting in little extra damage. 25% follow-up + D super is not bad though. * Things look hectic since I wanted the maximum damage possible. It would be fine if you just keep similar beat count. Feedbacks are welcome. Can any mods put this into the combo thread?