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Everything posted by xlolxlolx
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rofl bb added gravity now?
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well apparently 623C is untechable until they hit the ground now @shtkn: you'd probably want to do that as early as possible for the 110% bonus
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ehh from what i see ch 6c>236236N6B wont work anymore huh
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wow...rehhyou loop...really? lol never thought it would become this useful
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go blame the japanese, anyways most likely notation error and 7, 8, 9 refering to jump direction then 9DA which i guess is obvious to other japanese?
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wat i dun play 5a edit: new stuff 5C>236236B>dash Lv2 214DC>6C>dash 5C>2C>6DA>4DA>J7DA>623D>J6DD>5C>jc>JCx5>214B 6300 char specifics for this J7DA: Arakune, Noel, Taokaka, Valkenhyne, Hakumen, Litchi, Lambda, Makoto, Platinum, Ragna, Tsubaki J8DA: Carl, Bang J9DA: Tager, Rachel, Jin Others: dash 2C>5C instead of dash 5C>2C for Hakumen, delay on 6DA>4DA for platinum corner: forward throw>dash 5A>5C>4DD>JB>JCx2>jc>JCx5>214B
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fatal jayoku doesnt mean shit, 5C and 6C starters is what got him 8k in CS1
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hazama was never a brainless character, he just became more technical, really glad that 623D>5C works on everyone
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
mashing for sekkajin isnt hard, think of it as like hazama's j.Cs you just gotta get the feel of the timing -
lol wtf c dp mid combo? untechable until they hit ground on normal hit now?
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his new stuff looks pretty amusing
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wonder if 2A>5B(2)>sekkajin>dash 5C>2C>sjc>j.B>j.C>j.D>air dash j.D crossup works
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i think he listed it because you cant special cancel 6a so might as well try to get a throw off it i think 623B>2D will be kinda hard to space out correctly and not sure if its even possible in midscreen
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didn't see this on shtkn's post so.... B吹雪の受身不能時間大幅増加、地上ヒットならばダウンするほど長くなった、立Cや屈Dで拾うことも出来るように 623B 's untechable time greatly increased, ground hit would be until they're knocked down, can follow up with 5C and 2D B吹雪の下方向の攻撃判定消去、各キャラのしゃがみに当たらないように 623B's low hitbox removed, won't hit any crouching characters. 6Aヒット>紫投げは可 6A hit>purple throw; for lulz i guess
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big list Jin stuff 5B starter 5B(2)>5C>sekkajin>6C>2D>6C>214C 2780 5B(2)>5C>sekkajin>5C>6C>dc>JC>J2C>JD>6C>214C 3054 Corner 5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>J2C>214C 3224 5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>JC>jc>J2C>214C 33 33 5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>J2C>J214D>6C>214C 3584 Tager only 5B(2)>5C>jc>JB>J2C>JC>5C>jc>JB>J2C>JD>5B(1)>3C>214 C 2887 Crouching only 5B(2)>5C>6C>dc>5C>hjc>J2C>JD>Air Dash>J2C>JC>5B(2)>2B>5C>3C 3009 623D 623D>632146C 3082(On Valkenhayn) 623D>6C>6D>5C>hjc>JC>J2C>jc>J2C>J214D>6C>214C 3753 623D>6C>623B>6C>dc>JC>jc>J2C>J214D>6C>214C 4227 623D>6C>623B>6C>dc>623D>6C>6D>5C>hjc>J2C>214C 4529 2D starter 2D>6B>sekkajin>6C>214C 2388 28% meter gain 2D>6C>5C>6C>dc>JC>jc>J2C>214C 2690 25% meter gain 2D>6B>sekkajin>6C>dc>5C>hjc>J2C>J214D>6C>214C 3021 2D>6C>5C>6C>dc>JC>jc>J2C>J214D>6C>214C 3094 Ground throw 4or6BC>(4BC needs a small dash)>6C>dc>5C>6C>dc>JC>jc>J2C>214C 2229 Air throw BC>6C>dc>5C>6C>dc>JCjc>J2C>J214D>6C>214C 3449 6C 6C(ch)>dc>6C>2D>6B>sekkajin>6C>214C 3738 6C(ch)>dc>6C>2D>6B>sekkajin>6C>dc>5C>hjc>J2C>J214D >6C>214C 4378 6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>214C 4046 6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>J214D>6C>214 C 4457 6D starter 6D>6B>sekkajin>6C>dc>5C>6C>dc>JC>jc>J2C>214C 3517 6D>623B>6C>6D>623D>6C>6D>5C>hjc>J2C>214C 3964 2D p1/p2 70/92⇒ 80/80 J2C p1/p2 100/85⇒ 90/85 JD p1/p2 80/80⇒100/80 6A p1/p2 80/89⇒ 70/92 6D p1/p2 100/92⇒100/80 throw damage 1680⇒700 p1/p2 100/35⇒ 90/55 ※back throw has the same proration 623C damage 1000⇒1300 J236D p1/p2 85/90⇒ 90/90 623D p1/p2 100/92⇒ 90/92 236236D p1/p2 100/90、40⇒100/100、60 632146D damage 800+150*22+1000(guaranteed 1020)⇒800+150*22+780(guaranteed 976) p1/p2 100/97⇒ 88/97 6BC>5C>214B 6BC>2D>5A>5C>214B 6BC>2D>5A>5C>5D>D無双>6C>214C Sekkajin combo(when going from midscreen to corner) 5B>5C>sekkajin>6C>dc>small dash>5C>6C>6D〜 2C(FC)→C→6C→2D→6B→C→2C→6C(dc)→C(jc)→JC(jc)→J2C→214 B You can do J214D→6C→214C at the end instead. Meterless should be approximately 3800, 25% meter is about 4000 I think.
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so much work..... Jin stuff 5B starter 5B(2)>5C>sekkajin>6C>2D>6C>214C 2780 5B(2)>5C>sekkajin>5C>6C>dc>JC>J2C>JD>6C>214C 3054 Corner 5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>J2C>214C 3224 5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>JC>jc>J2C>214C 3333 5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>J2C>J214D>6C>214C 3584 Tager only 5B(2)>5C>jc>JB>J2C>JC>5C>jc>JB>J2C>JD>5B(1)>3C>214C 2887 Crouching only 5B(2)>5C>6C>dc>5C>hjc>J2C>JD>Air Dash>J2C>JC>5B(2)>2B>5C>3C 3009 623D 623D>632146C 3082(On Valkenhayn) 623D>6C>6D>5C>hjc>JC>J2C>jc>J2C>J214D>6C>214C 3753 623D>6C>623B>6C>dc>JC>jc>J2C>J214D>6C>214C 4227 623D>6C>623B>6C>dc>623D>6C>6D>5C>hjc>J2C>214C 4529 2D starter 2D>6B>sekkajin>6C>214C 2388 28% meter gain 2D>6C>5C>6C>dc>JC>jc>J2C>214C 2690 25% meter gain 2D>6B>sekkajin>6C>dc>5C>hjc>J2C>J214D>6C>214C 3021 2D>6C>5C>6C>dc>JC>jc>J2C>J214D>6C>214C 3094 Ground throw 4or6BC>(4BC needs a small dash)>6C>dc>5C>6C>dc>JC>jc>J2C>214C 2229 Air throw BC>6C>dc>5C>6C>dc>JCjc>J2C>J214D>6C>214C 3449 6C 6C(ch)>dc>6C>2D>6B>sekkajin>6C>214C 3738 6C(ch)>dc>6C>2D>6B>sekkajin>6C>dc>5C>hjc>J2C>J214D>6C>214C 4378 6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>214C 4046 6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>J214D>6C>214C 4457 6D starter 6D>6B>sekkajin>6C>dc>5C>6C>dc>JC>jc>J2C>214C 3517 6D>623B>6C>6D>623D>6C>6D>5C>hjc>J2C>214C 3964 2D p1/p2 70/92⇒ 80/80 J2C p1/p2 100/85⇒ 90/85 JD p1/p2 80/80⇒100/80 6A p1/p2 80/89⇒ 70/92 6D p1/p2 100/92⇒100/80 throw damage 1680⇒700 p1/p2 100/35⇒ 90/55 ※back throw has the same proration 623C damage 1000⇒1300 J236D p1/p2 85/90⇒ 90/90 623D p1/p2 100/92⇒ 90/92 236236D p1/p2 100/90、40⇒100/100、60 632146D damage 800+150*22+1000(guaranteed 1020)⇒800+150*22+780(guaranteed 976) p1/p2 100/97⇒ 88/97 6BC>5C>214B 6BC>2D>5A>5C>214B 6BC>2D>5A>5C>5D>D無双>6C>214C Sekkajin combo(when going from midscreen to corner) 5B>5C>sekkajin>6C>dc>small dash>5C>6C>6D〜 2C(FC)→C→6C→2D→6B→C→2C→6C(dc)→C(jc)→JC(jc)→J2C→214B You can do J214D→6C→214C at the end instead. Meterless should be approximately 3800, 25% meter is about 4000 I think.
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looks like 6c's new p2 is going to make most combos deal less damage
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btw heres sum fun stuff you can do starting from 0 meter if youre in the corner CH 5B>6C>2D>6C>DC>66>5C>6C>DC>j.C>JC>j.2C>j.214D>2B delay SJC or 2C delay JC for possible air throw reset if you hit air throw reset then you get to side swap again with 6C>DC>66>5C>6C>j.C>(j.2C)>JC>j.2C>j.214D>6C>214C (you probably wont get another reset like that again) you can get 8k ish total from 0 meter so it's worth trying
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i can already predict that backthrow will be used alot
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ya, and you can do it off any freeze>6C
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her dp is a poor man's dp, you can hit her out of it with 5B and get counter hit if you see them doing the tackle charge w/e its called...
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jayoku losing invincibility is false information, air throw bounces now so it's supposed to be easier to combo off it
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tetsu did it on konan like in september and i picked up on it, pretty sure i posted about it a while back