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Everything posted by xlolxlolx
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Yeah this bullshit happens all the time to me, 2B or 6B will come out instead of jayoku and when it does decide it wants to come out it's nearly impossible to follow up with 214D~C sometimes.
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6C does not need to be a counter hit in the first combo remember that 6A>sekkajin has to be in point blank range i order to work so 6A>623B is a safer alternative if you are uncertain j.B>j.2C>d.5B works better if i remember correctly 6B on CH goes into 6B again so 6B(CH)>6B>623B works, it has slightly better proration than 6B(CH)>6C>623B but less damage and is also easier to do.
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I hear theres 3 ways to do his astral but i've only been able to do 1632143D, i dunno why 720D method won't work for me even though i do the input correctly.....
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lol dun feel bad i was owning japanese players early on but now im getting tired of online play with people abusing all the broken faggotry
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=/ i'll only do it if i really wanted to troll so hard that i want to make them watch the shitty CGI, otherwise double jayoku = BB ver of slayer's 4xbig bangs ftw 623D is epic cuz it gives epic oki opportunities, i usually do 5B>3C>214D~C>5C(2)>2C>6D~A>4D~A>623D then either j.6D works as an oki or it will hit the big hitbox chars and then continue with 2C>4D~A>4D~D>j.Cx10>j.214B You can also easily get around 3.8k+ meterless in corner and 5.5k or so with jayoku
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4D/6D>2D over lasers and her is very useful in this one, but you can get hit by teh lazor dat goes from lazor to lazor since it has regular projectile property(guarrenteed to come out after certain point)
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Why the hell would anyone waste a burst and 100 heat to see CGI from 1999? better to just do sum mizuchi trolling or jayoku>jayoku =/
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very effective on the turtling hakumens that block as if they'll die in 1 hit if they didn't, decent meter build but damage from midscreen is a craptastic ~2k though
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
^u're doing it wrong "safer" reset corner combo setup(requires 25+ heat to start with) works midscreen and corner 1st half: FC 2C>6C>DC>2C>6C>DC>623B>6C>6D>66B>5B(2)>2B>5C>2C>3C(42 heat gained)>623D(1) = 4.2k damage 2nd half: 623D(2)>6C>623B>6C>6D>6C>6D>5C>6C>DC>623D>5C>632146D>6C>623C = 6.6k damage, 67 heat to start/ or you can do the corner combo of your choice depending on your meter 2B>5C>2C>3C>623D pushes you to a pretty safe distance so that you don't get ID'd or anything, but connecting the 3C>623D is tricky, using dash 5B is optional. High risk high reward, use it if you think you can get 623D(2) to hit on those that attempt to jump away or etc. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
please read my edited post =/ i was typing it while i was eating dinner so i didn't bother to check what i typed Heres a fc air combo 2C>6C>DC>2C>6C>DC>2C>6C>DC>air combo yeah you can juggle with 2C>6C juggle for about 3-4(maybe more on tager?) times but the delays are kinda tricky, got really bored and messed around with FCs alot today...... -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
yeah it's midscreen(im pretty sure there's nothing that goes from corner to corner without heat for jin...) and you can get 6k midscreen to corner starting at 25 heat by altering it to FC 2C>6C>DC>2C>6C>DC>623B>6C>6D>66B>5C>6C>6D>5C>6C>DC>623D>5C>632146D>6C>623C, this is alot better than wasting 100+ heat for ~1k extra damage edit: fixed the combo i wasnt looking at what i typed -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
if you wanna milk 2C FC for all its worth then: FC 2C>6C>DC>2C>6C>DC>623B>6C>6D>66B>5C>2C>6C>6D>5C>JC>j.C>j.2C>JC>j.C>j.2C = 4906 damage/58 heat gain 俺は神だな -
alot of tagers i've seen actually do use 5A after gadget finger and it's possible for them to get you into AC combo again
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super jump>jump>j.6/4/2D is pure win in this matchup
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you can always jayoku 360s, i've actually never had 720 vs jayoku yet though so it might or might not work someone confirm this plz
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After jayoku it's usually good to walk forward a couple steps to make sure that they're close enough to you so you can get 5C>follow up because it can whiff sometimes if they aren't close enough, especially if you do 214D~C>5C(2)>2C, i find that taking about 3 steps forward then doing 214D~C right after works for me, you just have to practice and get a hang of it, also timing depends on the height also for example if you jayoku in from j.Cx5>j.Cx5>land>jayoku you will need adjust your timing for that extra height but it's not very difficult once you get a hang of jayoku follow ups.
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Mu: ICE CARRRRRRR!!!!11ONE!! to move around on ground Makoto: try to get FC 2C when she does the retarded DP and throw her into corner then it's basically game from there unless you let her wakeup DP you.
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ya it does but it has terribad horizontal reach
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The lower you hit the 2nd hit the less slide animation will happen in the air, which gives you more time to hit them on the ground. For instance: 6C>6D>6C>6D>623D will let you do 2nd hit when they touch the ground, but 6C>6D>6C>6D>5C>6C>DC>623D won't because the ice will break like 2 frames before they hit the ground, so you have to get them right before they do in order to be able to follow up with a 6C or 2C Note: The height of 2nd hit does not matter if you're going to follow up with 5C
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rofl i did too last night...and christ....dead spike on wakeup in corner is just freaking retarded......avoiding 4.5k+ combos is nearly impossible and omfg guard break like crazy with 2D and etc. You can B DP ragna's GH if you see it coming early on and c or d dp to escape through the holes in his block strings like the hell's fang opening
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if the hakumen is very C button spammy on the ground then 2D him for combo same for if he's air dashing in from a distance
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sorry some of the stuff i put down earlier was based off experience and other posts ive seen around forum. 6A is slow and easy to hit confirm, cancels into jayoku even on block so you have plenty of time to punish it the 214D 6 frames thing i saw in a post so i was just assuming and apparently that was wrong all you typed for command grab was that damage is low, gives him meter, and knockdown so you can take it that i'm clarifying what you typed since anything hazama ends with j.214B is a knockdown the last one i corrected myself and 3C>236D gives hazama +1 on block so you can't really do much after that hazama's j.2D goes straight below so running under him isn't completely safe but it's safer his j.B has pretty good reach but not good enough to beat j.C, it can also be used as part of his mix up of from high to low, expect this to follow from a chain in hazama's 5C on block can go either way, he can JC in j.2C for a overhead hit or 3C for a low hit, most won't go for the j.2C, but it becomes a guessing game if they do use it.
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oh yeah, that slipped my mind, but not many followups since 236D pushes jin back
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no hazama with a brain would throw out 6A unless they want to jayoku, but in ways it sorta works as an AA o_O 214D itself has 6 frames before you can cancel into A/B/C/D so you could throw a 5A if you're that close anyways hazama can do j.214B# from 236C hazama is taking a bigger risk by getting closer to you since he's pretty wide open after a blocked 3C
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lololol @ j.C spam and j.214D with no follow up, you didn't really do any block strings in this match except for the short one in the beginning. learn how to do cross ups and j.C CH>6C or j.C CH>2D you were just j.Cing to try and get off random hits...... you shouldn't really use j.214D unless it's a combo which you already used your normal freeze on ground, you can follow j.214D up with 6C>214C on ground but not really a good use of 25 heat, and i have no idea why you threw out a 623B after you got cursed....