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shadow2bolt

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Everything posted by shadow2bolt

  1. Are any of the ones in California BBCSII or just BBCS? Also are there any in Florida (Orlando or Miami specifically)?
  2. Why not end with 3C>236D Oki? And even if you mess up, you still have pressure at your advantage. But to answer your question, I'd end in 3C for the Oki.
  3. Eh? DP j.D? If it is 623C then he has to do it the other way in which if not done almost right away, will whiff and free 4k+ combo for Jin.
  4. Unless you are training yourself for CSII, no 3C>236D shenanigans? heck even if you do it midscreen (which does work on Tager) you can add a crossup factor into it. Oh and whenever you can expect a 720/360, 6B is a risky but very rewarding tool to use as it is throw invincible instead of jumping. Also even if you do get hit in the middle of it, it is likely that they won't expect it so will mess up their combo anyway. Also there were times you could have punished him very easily especially when he whiffed the 2D at 1:35 you could have finished it quicker. Other than that, solid Jin.
  5. What are some good guard breaking strings? Normally I use 6D at the most unexpected times but sometimes I like to use 236D>6D>pressure again/623B/Ice car depending on how many primers they have left.
  6. Jin's Ice wave (632146C) goes through anything and everything (even itself) so it has to be top along with Makoto's Big Bang Fist. I can't think of any other projectile distortions worth mentioning to be top. Lambda's Calamity Sword? That might be joint with the other 2.
  7. Well most of the air combos will come off either a 5C CH>6C dash cancel>5C>j.C>etc, 5C on a crouching opponent into the same combo, 623B in the corner (if you are low on heat) or 3C>2B>5C. The 3C>2B doesn't gatling so you have to wait for the animation for 3C to finish first. Although most of the time, you'd want to be trying to go for a 3C/214C finish on combos for knockdown. Here is a good video for the most of the ones you'll need: http://www.youtube.com/watch?v=MhUjeSdDu5w Comboing online and offline is the same (assuming the connection is decent), all about muscle memory, not what is happening on the screen.
  8. 5B>Sekkajin is possible?
  9. http://neoempire.com/forum/showpost.php?p=325118&postcount=2094 I innovated on that idea of a lego joystick and instead of the plexi, it is full lego casing.
  10. Yup, and if you aren't near the corner there is enough time for a quick dash after 623B before the 6C.
  11. Cause people probably will expect the throw with that. Like I said, more options. Not really practical in every match but just another option which people don't expect (and SJC won't work if they are neutral air tech)
  12. 236D on the ground and you hit them while they are frozen. Doesn't have to be off 236D but so long as you hit them with a j.A when you are at the highest point of a normal jump, the tech trap (if they mash neutral) will work. I also realised that j.A isn't jump cancellable but instead, land>623D can catch a forward ukemi (but it is blockable). Hard gimmick, probably not too practical but it is just another option if you are showing off a little.
  13. Dunno if this has been found or not (probably has with other chars) but I was messing around with Jin in training mode the other day and I found an interesting tech trap (which probably is useless in most situations you would pull it out). After 236D, if you follow it with a j.A and they neutral air tech, you can follow it with an air throw as soon as they start falling. Might test out to see if doing the jc after the j.A will be close enough for air throw tech trap if they tech forwards or backwards (which I doubt unless in corner). If they do keep neutral air teching and start to catch on, j.236B/D may be an option to use to counter them (since you can air dash after j.236B).
  14. 6A CH can follow into 5C. Can't remember if it was ONLY on CH though (unless this was old loketest). Also, is it only forcing into crouch position on hit and not block?
  15. Also on corner crossups, some attacks have vacuum effect which pulls the opponent the opposite way to when getting attacked. Some people like to use that for when people think they can't get crossed up. I think Jin might be able to pull it off if you are able to get 5B(2hits)>IAD j.B/j.2C. If a Carl user does use that, it is likely that it will hit if you did it fairly early. If they use Nirvana, yukikaze will repeatedly hit Nirvana until Carl is hit extending the active frames. Almost certain that Carl will get hit by it (and since he has pretty low health anyway, it should take off like 1/4 without the RC which by the time you pull off the counter, it is likely to be the finishing blow). Only way for Carl to avoid it is if Nirvana has low health and the Carl Double jumps j.214C. Carl and Litchi are probably the only ones I yukikaze against if I'm not trolling.
  16. *Forget what I said, forgot to read ahead* EDIT: What do you guys most recommend a followup after a 632146D reversal? 6A>throw (whiff) 5C>j.2C>j.2C>214C (haven't tested but I think it works) 623A>hj j.214C Or this gimmicky one I use which is risky depending on how button mashy they are: 6C>214C (whiff) which crosses them up if they tech backwards and puts you right next to them.
  17. Personally, I don't bother using it for distortions unless I know it will be the finishing blow. I would use it for tight reversals (623D), for when I can push them into the corner (#>5C>214D>66C>#) or for going for crossups and gimmicks (IAD>j.236D) but that's just my style. You can go for making those 4k combos every time by spending the heat whenever you get the chance if you want but it really comes down to what your play style is. If you go for big damage combos a lot, go use up the heat to make it hit 4k every time. If you like to go for oki options, etc, then save at least 25% for reversal opportunities. If you love doing those Yukikaze>Rapid Combos or unblockable setup, then savour it till you wanna show off. Once again, it all comes down to your playstyle.
  18. I can't seem to get the 6D>astral to combo. Any particular trick to this or is it just 1 or 2 small frames to execute it to connect?
  19. What attacks can we follow after 6A? Is it more or less only 623D/214D?
  20. DA (stops as soon as you press A), DB (goes right through anything within a short distance), DC (stops in position and jumps up slightly). To do it, just press D then immediately press one of the three buttons (with timing on the effect you want).
  21. Look for a tight opening for a DP or a chance for an IB>DP/throw as that has saved my ass many times. There is the option for falling for an attack which can only lead to weak combos to stop the pressure. Also a well timed gold burst or back dash can do the trick too (usually I do it when they are going to do a j.2DB or any attack in the air as they have big gaps in their pressure there). Otherwise, DP or 2A with the right openings. A taokaka player will be ready to block a lot when waiting for that DP so it could be worth throwing it out pretty stupidly in the first round and be more conservative about it in the next ones.
  22. You will need to play them a lot. After a while, you can see easily what direction to block in, etc just be careful of throws which they may throw at you. DP and 2A is your best friend when used right.
  23. Well if it still has the same recovery (as well as a smaller 5C hitbox range) I don't think we will be able to do CT combos without the dash still.
  24. Good for anti-throws including 720 as well as the fact it goes over low attacks. You can combo into 6C after a 6B CH so it is a good punish. If you want to, you can add me on PSN and I'll help you with a few Jin things.
  25. True Oki? Just curious as I've not understood it before.
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