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Everything posted by smooshman
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that's a given, but you're trying to IB something that has disappeared, not easy to do without alot of training..... actually it's hard to predict it, you can see it coming, but it's hard to tell when it will hit.
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and her "approach" attacks (act parser) aren't exactly punishable, being a -4 and perfect 0 on block.... not that I'm complaining, since it's pretty easy to predict.
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it looks really bad bigger, it shows my botched line drawing, and the skull emblem is really bad. and true.... Jin can't be as awesome as johnny (he is cooler ), he's has a different draw than being awesome, which is ho yay and yandere-ness.
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b-but all I did was modify hazama's hat, recolor (using the same like 5 colors), add some small details, and erase stuff Q_Q.
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^ I don't go around beating Ara's all the time, but comparing my experience vs Ragna and Arakune, I'll fight Arakune every time, but again I haven't fought many arakunes and of them all I only fought one that did a full death combo... but it was close enough that I wasn't bothered. *sigh* hyperbole never works on the internet.
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speaking of tsubaki, the list on the first page (lol) says Tsu vs Jin is 5.5:4.5 tsubaki..... what?
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thank you, that's the nicest thing anyone has ever said to me on this site...... no joke.
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I'm still not seeing it. Maybe it's because Jin just has a worse match up against Ragna, or I've not been fighting good ara's, but I can't see Ara beeing better. getting curse isn't that hard to avoid, and you have a several chances to not get cursed (doesn't really have oki), whereas Ragna wipes out a 3rd of your health and now you have to deal with more pressure that you can't 2A (or in jin's case even DP) due to range problems.
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your welcome, I know that doing a 4K combo into corner with 50 meter for an oki DD really pushes the tools a character has, I mean you're using normals AND specials. Don't get me started DD's, that's tough shit to do.
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lol dora's a scrub.
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no, not Bang, or Litchi, they just need the same 2 tricks and win.
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the way it works is that static difference (frame disadvantage) assumes you only do that attack. but you will most likely cancel into something. so Ragna's 5C is 20 recovery, and -8, 2C is 12 start up. so cancelling into 2C is a perfect 0 on block and IB'ing subtracts 5 frames (-5), so it would turn that perfect 0 into a -5. however it's also possible to cancel into something with worse start up than recovery, that puts you at worse on block. example. Jin's 6C has 27 recovery and is a -11, but it can cancel into 6D which is 35 startup, making it a -19 on block.... hope that helps.
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when the situation arises, why not just do the astral? it's cooler than just 2 ice arrows. plus it's unblockable, so it bitch slaps tech rolls pretty well.
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really? you've never seen a good I-no player to an IK? I-no players spam that shit./sarcasm and of course it's only effective for faints, if it wasn't then that shit would be retarded. same for why they can't be comboed. an attack that can be accessed from the start and kill immediately shouldn't be comboable Jin can combo in corner combo, Rachel does have guard point in her AH, Haz can combo from just a 3C (side note: don't call it infernal rapture ever [and you said rupture anyway] it's jayoku hotenjin.), makoto can combo her's from a lvl3 5D. period no fatal not nothing. AND it can be a full screen projectile counter, barely viable my ass. for Ragna.... how can blocking lower it's IF's? and it can just be a 5D, or his BNB AIR COMBO, way to good.
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.....shouldn't her right gauntlet be black/brown?
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
smooshman replied to Wolf Pup TK's topic in Archive
an actual person would be better, but when in rome..... sure, set it to block-type as random and go. also you can practice hit confirm by setting blocking "random". -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
smooshman replied to Wolf Pup TK's topic in Archive
if you have to do ice sword make sure you're at the tip of 2D's range, that way they have a harder time escaping and can catch back dashes with 2D, if they barrier 2D, then you can do a couple 5C>2D's, but make sure to not abuse that. Also remember you want to hit them, so do a couple 5B/5C>IAD JD/236D, and tick throws. doing dash cancels is ballsy, but if you do I recommend "barrier braking" (use barrier, not really a real mechanic, but helps confirm you're blocking) that way you can bait escape attempts, but it they grab you.... oki pressure I recommend doing 236C, and maybe jump back>AD to catch them, or 236C>pressure... or even just 2A/2B to catch rolls. against Ragna..... jump barrier to bait ID, if they do... well you know what to do, if they don't you can throw an ice sword or JB/J2C(/AD JD if you want to risk it), hell even just land into mixup. 236D>6D is really safe, and allows you to follow up with just about anything, and 6D is pretty good against Rachel (she can't match it's range before the wall is garuanteed). Jin's pressure is very unsafe, so try to scare your opponent to keep them from trying to escape. Trying things for yourself is also a good idea. -
dodge it, bait it, null it with drive/swords. JC to counter approach.
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lol gale and yuki clash, and gale recovers faster.... need to remember that.
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or if your name was eddie, and if your Ky then killing ABA with IK's were loleasylol (fastest IK in the game), you could also punish several whiffs with Ky's IK (DP's, GV, even some slow projectiles like Ky's CSE, and sometimes ABA's blood missle thing).
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well, that's an example, but yeah 5B will work, I was just thinking about keeping him away.
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Hazama (3C>ah), Ragna (5D>ah), Tsubaki (wallbounce>AH), Jin (throw, or corner combo>AH), Makoto (any lvl 3drive>ah), Tager's and Rachel's are a dick to escape if placed well, Noel can I think, carl can burst into his, and even Ara can set his up. In fact I believe most characters can gold burst>AH. safe to say AH's are more viable than most other flashy finishers from other fighting games.