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Everything posted by xlolxlolx
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I suggest not using j.B at all in air combos, replace with either j.C or j.2C for maximum damage.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
The timing required for it makes it a rather redundant combo with the shitty proration. -
Feels like Hakumen now doesn't it lolz, always try to get a j.C instead of j.B, if your combo count is too high for musou then go for j.236B if you are midscreen and j.236C if you are in corner. Easiest air combo damage would be j.C>j.2C>j.C>j.D>j.214C, but j.C and j.2C are interchangable at close range so it doesn't really matter all that much.
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Ragna's definitely easier than Hazama in terms of combos, you still need to time 214d~c if you want to get charged hit, and delay 5c after it if you want to get a jakou instead of air combo or just get another 4d to hit.
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For some reason I suck at doing 236236 motion on sixaxis, 2b or 6b will come out instead of jayoku, you connect 3c after 623d by dashing if they tech before you get 3c to hit then you're either doing dash 3c too late or 6d too late.
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If you really want to try something that is air unblockable try 2c>6c> any dp, if 6c hits you get a free dash>jump air combo. Also 2b>hjc>j.b? I tried doing this but i'm assuming its 2b>5c>hjc>j.b since connecting j.b after 2b doesnt seem to work. If you really want to throw them into corner or w/e use 5b>5c>3c>2b>5c>623b or 5b>5c>3c>2b>5c>6c>623a.
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You can do another j.C after clash as long as you're high enough off the ground. IAD/AD j.2C>j.C works better, and air dash j.C is safe if it keeps you at a good distance from him, though I recommend approaching with just falling j.C to be safer.
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Should probably also watch out for 720 and 360s from you know who.
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lol ragna ID for easy escape.
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5B>3C>236D will work on any character, 5B>5C>3C>236D will not work on every character because 5c pushes them away too far for it to connect, it has been this way since CT for those that did not know.
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I liked Ky in GG because sword+lightning=win to me, Jin uses sword+ice=epic win to me, plus uber pretty specials thank god he didn't get something retarded like Ky's rising force. Hazama as sub because of his psychotic personality and epic seiyuu and who doesn't love 蛇翼崩天刃!!
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Mashing usually doesn't work well for Jin's combos just get the timing down, it's sorta like CT Jin's corner 623b>5c where it had pretty tight timing, you can also 623b from 3c for a corner combo but it's even harder than getting 2b>5c.
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I know that you can get 2 sekkajins in a combo at the minimum, not sure if you will be able to get more than that.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
Depending on distance from corner doing throw 2 hit>b dp>6c>etc would be best for damage, 6c also moves you forward a bit so connecting it shouldn't be difficult, only thing that might mess you up is the push back you get from doing a b dp. -
5D~D>j.2C>anything, 2C can also be used as an overhead since it has a huge sweep. j.D~D>j.B>JC>j.B>j.214B isn't bad from what i've tested. Also, can someone give advice on how you would hit j.6D after 236236B>adjust>6D~A>6D~A>623D I can't seem to get it right.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
2B<>5B would be unbelievably broken, Jin would almost become more broken than Bang if that worked. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
^What you translated is correct but it points out that dc is a special dash, it has a fixed distance and more precisely you cannot perform any moves while you are doing a dash cancel. J2Cからも可:Also works from J2C, this is mainly for IAD J2C>JC>JD. 不可:Cannot/Does not work, so 2A>3C and JB>JD does not work. -
Not bad, but most are wasteful combos that can be extended for more damage and you use ice car more than you're supposed to. Also waste of corner 623b, can do about 2k more damage than what you are doing.
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Moar like....IT'S A "TRAP".
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
Lol if the 2D trade ever happens to you go straight for a crouching block otherwise it'll be a who can mash 5a or 2a fastest. And Jin's 5A has some crazy reach so it makes a decent AA, but you can always attempt for a 623B for an insane 5k+ corner combo. But the thing is trading with 6D isn't really supposed to happen lmao and i've never seen ice arrow being traded, that one is a mystery to me since it looks like ice arrow has invincible frames. If they do go for a block after the air dash they go for 5a spam then once they are low enough mix up with 2a and if they crouch then go 6a ez corner combo. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
Most hilarious trade is 2D with another Jin, best shit ever. and if you're going for a quick AA after a trade you might as well go for a 5A, more reliable that doing 623D, saves you meter and you can go for an air combo(if hit) and use that meter for a 214D to get them into the corner, also likely that you won't recover fast enough from trading hits. -
It would be better to 5c>j.2C>j.C instead of j.B for more damage.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
xlolxlolx replied to Wolf Pup TK's topic in Archive
Will not work on ground unless they're as you mentioned, mashers. Absolutely works in air, but requires somewhat specific timing to get it in. -
I don't understand why でぃ would not be romanized as "di", the え sound does not exist when you say it. In old Japanese the small kana used to represent a "w" sound before its own sound, however that has been eliminated from use after an education reform (the kana set being wi, we, and wo, the wo used today exist as an "o" only), this does not apply to small ya, yu, and yo.