Jump to content
Dustloop Forums

xlolxlolx

Members
  • Posts

    1,966
  • Joined

  • Last visited

Everything posted by xlolxlolx

  1. ehhhh you're kinda all over the place sometimes and you tend to drop stuff and end up failing to improvise, like the throw in the corner where you 623B after 3rd hit =/ a way to improvise that would be 214C or 214D you shouldnt really throw out 6C>6B too often against characters with full invinicibility DPs and your approach got pretty predictable im not great against sword spammers either but......stop trying to trade swords? >_> she has better reach than jin but when she goes for spike swords close up you should be able to IAD j.C>j.D or w/e you want to do
  2. not bad but he doesnt seem to do much aside from the basics, he also lacks hit comfirming on crouching opponents so he needs to work on that since he's missiing out on like 1k+ damage there, his yomi is good though, his best strength would probably be his 623B and j.236D timing
  3. lolwut hitbox=priority now? meh you can still do decent combos with 5D in the corner but using 25 meter to continue a combo off it from midscreen is a waste IMO, iono maybe thats just me since i like to have 25 meter in case i need to hirensou out of pressure i dont see 2C>5C doing much good since it has a pretty narrow hitbox and alot of startup frames yay for 214B getting knockdown back, getting tired of having to block after ending some terrible combos with 214B >_>
  4. you never did this kind of stuff in CT? o_O *cough* am i the only one that did 623B>5C>SJC>j.C>j.D>AD>j.B>j.C>5B(2)>5C>3C corner combo in CT? D:
  5. lol my internet died late last week and i realized that i posted the wrong combo correct one: 5B(2)>sekkajin>delay d.5C>6C>DC>j.C>j.2C>j.D>d.5B(2)>2B>5C>3C = 2864 damage/39 heat gain works on everyone but sword spammer and carl, works everywhere
  6. Uhhhh noticed some stuff that i usually use that isn't on there sooo......add these i guess? near corner/in corner: 5D>DC>623B>6C>6D>j.C>j.2C>JC>j.2C>j.214C = 3510 damage (am i the only one that will continue combo with a meterless drive move regardless of freeze count? >_>) slightly better version of the 3C stuff: 5B(2)>sekkajin>6C>DC>j.C>j.2C>j.D>d.5B(2)>2B>5C>3C = 2792 damage and brings you farthest distance, dun remember if it's char specific or not since i havent played much lately
  7. i usually think of 2C as more of a backup AA when you're up close since 214d~b has terrible recovery, not sure but i assume that CH 2C would lead to a better corner combo than CH/FC 214D~B due to proration
  8. does like 4k on the chars with retarded hitboxes if i remember correctly, you can neutral jump the j.6D~D, it's really just how fast you can transition from 623D's recovery into jump, i've only pulled it off like a couple times online since it's tough times due to delay
  9. lol starting with 6C and 2D, you be playing baddies on that shit box live and its fubuki not fubaki (て。て)
  10. lolz this match up isnt as bad as say hazama vs hazama or arakune vs arakune at least, but its one of the retarded mirror matches.....i'm like smoosh, i'll do worse depending on how bad the other player is lmao, imo it's basically a good idea to mash out yukikaze if you get cornered for this one
  11. best way to use it as AA is to run under them then use it while they're falling down and also when you get them stuck in air with block stun from like 5A, 5B, 5C, or falling j.B
  12. ^ inorite jin in/near corner: Yukikaze(1)>RC>delay/taunt>66B>5C>2C>6C>DC>623B>6C>6D>623D>6C>6D>5C>2C>j.C>JC>j.C>j.2C use if you're about to win, you shouldn't have 100 heat early on anyways
  13. well you always have air ice car cancel lolololol
  14. I've tested on most characters and 6D catches 99.9% of the time for me, probably won't get taokaka because she wants to make us ragequit :[ regular air ice swords work for cross up also if i remember correctly, better than throwing out j.D
  15. Back to post sum moar FC 2C Anti-Air string, leads to highest damage from 2C AA: FC 2C>6D>66B>5C>6C>from here you have two choices #1 must be approaching corner: DC>623B>6C>6D>623D>etc or DC>623B> delayed 6C>delayed 6D>5C>6C>DC>623D>etc(this one is rather difficult) #2 approximately full screen: DC>2C>6C>DC>5C>6C>DC>623D Credit goes to teranoidG for figuring out FC 2C AA>6D Can go into "corner loop" Edit: Midscreen Fatal Counter 2C: How to be liberal with meter and still get good damage! FC 2C AA>6D>66B>5C>6C>DC>623B>6C>6D>5C>6C>DC>623D>5C>6C>6D>632146D>5C>6C>623C = 5999 Damage, requires 29 heat to start; Great damage for those that manage to get a FC 2C AA and best of all it works on all characters, even Carl. FC 2C>6C>2C>6CDC>623B>6C>6D>66D>5C>6C>DC>623D>5C>632146D>(5C)>6C>623C = 6097 Damage, requires 25 heat to start; the 5C is situational, 623C will whiff against Carl if you hit the 5C, very good damage for only 25 meter. FC 2C AA is more practical than FC 2C on ground because you can stick 2C in during a block string when they are airborne and 2C must be barrier blocked in air thus giving you higher chances of getting a FC 2C AA, as opposed to FC 2C on ground which has to be done after a block DP or any moves with long recovery, i.e. Hakumen's zanshins.
  16. theres also whiff 5D~D>j.Axn
  17. Lol I dunno about you guys, but I don't play the sit and turtle Hazama so i'm usually trying to get in. From far away this is nearly impossible without getting sniped by one of her lazorz. Mu gets huge damage in her corner loop thingy that I see alot and she has plenty of ways to keep Hazama away. Only way Hazama gets upper hand in this matchup is getting in and staying in but doing that isn't as easy as it seems.
  18. mid screen i usually use j.6D for oki works pretty well most of the time, catches the backrollers for a combo.
  19. I guess it's time for me to add in some fun stuff, only gonna post a couple right now since it's like 3AM. 623B>6C>6D>astral - gives you a good amount of heat if you're just a bit short from 100 too Reset: combo with j.214D>land>2C>jump>air throw air throw connects: can continue with j.236D and continue from there for a knockdown or try to do AD j.2C>j.C>land>dash 5B(2)>2B>5C>3C air throw rejected: AD air throw or j.C>land>2D>6B>sekkajin>6C>214C or j.C>land>2D>dash 5B(2)>5C>2C>3C>623D(1) reset attempt into high damage corner combo note: j.C after an air throw reject can be blocked, use with caution as it is used on purpose to attempt a reset, if blocked you can continue to pressure on ground, you're already in the corner so you have more viable options 623D reset string: 5B(2)>5C>2C>3C>623D(1) why you should attempt it: 2C>3C pushes them away from you but you are still close enough to connect a 623D at the end of it, 623D(1) pushes both jin and the opponent backwards and keeps jin from getting hit by say Ragna's Inferno Divider. Usually it is rather easy to do on clueless people who have never seen it done before and they will try and mash out of it so that means you get a free 5k+ combo, but if they do know what you're doing you have to pay close attention to their actions, 623D(2) can hit before they can jump, if they try to dash up to you get them as soon as you see a puff of smoke from their feet. High risk high reward, and leads to best combos that jin has. Oh yeah you should add in more "parts of combos" like 623B# would be 623B>6C>6D since there are alot of possibilities after moves like j.214D
  20. I'm Hazama main in CS lolz and i've only needed to do 214D~C>66>5C like a few times in to continue the combo, though i've done 214D~C>66>5B>2C follow up on jayoku in corner so i can pick up a 623D combo for better damage, i have to say Hazama is full of gimmicks and you gotta take advantage of all of them in order to trick your opponent(you should recognize this since 5B/3C>214D~A is a extremely common gimmick)he's all mindgames
  21. Ragna's 0/5 on my scale for very obvious reasons, so Hazama is about 1-2/5 I guess. At mid-range you can usually hit 3C>236D if they block, but I can't really determine what your definition of mid-range is. There are also many ways to move around with chains: j.D~D>j.2/4/6D~A/B/C/D is sort of a crossup, but here if you use a C follow up you technically crossup twice and most people don't change the direction they're blocking twice in that amount of time 2/4/6D~D>mid air j.2/4/6D~A/B/C/D this one is just too hard to explain completely Most people tend to think 2D~D is just used for getting the hell out but it actually has alot of use if you are able to follow up with a j.2/4D chain which should put them in enough block stun for you to start pressure/mixup I usually have a starter for jayoku(5C(2),etc) which nets more damage 6D~Ax3 after jayoku is pretty tough I guess since I've only pulled it off online like 40-50 times :[ 214D~C>66>5C is something i've never been able to understand, I find it useless since I can usually throw out 4D~A>4D~D without any problems He's not good at escaping pressure but he has alot that he can use to avoid ever getting pressured, of course that won't always work so you have to pay attention to when there are openings in their pressure
  22. lol 6A more? no no no that will get you killed on block. If you're close enough to do 2A>5B(1) then continue with j.A>j.B over them, should cross them up but not sure if it works on characters with retarded hitboxes like bang and carl. Grab is another option, 2Axn>(dash)grab
  23. ^you mean IB jayoku and he's actually not that bad mid-range since 3C has really good reach and 5D~C>j.B/j.2C crossup works pretty well at getting in for pressure/combo. IB jayoku is trash online since it's nearly impossible to do with online delay and people are stupid and will straight into jayoku alot of the time. He has many ways to get in from mid-range, but depends on how well you make use of chains. If Jin is 1/5 then Hazama is 1-1.5/5 IMO, nothing really difficult, just gotta learn all the ways you can go into his main combo. Timing is pretty lenient too, only times there's tight timing would be when he's doing 214D~C follow up after jayoku and 623D>j.6D~D on specific characters.
  24. Played Hakumen and Jin in CT, I just can't get used to Hakumen's pogo stick remapped to j.2A. Jin feels like Ky in #Reload now, that being hard to win with in real matches. I'm maining Hazama now and he sorta came natural to me, don't really have any trouble moving with chains and combos are all just different variations of the 2-3 that he has, probably easy for me to use because I find his play style amusing.
  25. Netplay.....I usually just spam 236 motion 4 times then press B, sometimes it still comes out as 2/6B ftw. Funny thing is i still manage to get kills with 6B as last hit lolz Here be some other ones: 2/4/6D~A>follow up chain not coming out pressing 623D but 236D comes out jasetsu with instant follow up that doesnt even start up Doing double jayoku combo is just a pain in the ass online because there are multiple margins of error that could occur during it.
×
×
  • Create New...