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Everything posted by Rewenger
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Probably does not worth mentioning, but [corner 6C > delay 214A as low as possible > 2C > 6C > 6D] creates nice showoff reverse direction 6C - correct 6D on most of the cast. Except, probably, large-hibox characters like Tager. And it's pretty easy.
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I can help with editing, if you need it. I have some knowledge in Adobe AfterFX, Premiere and video encoding in general. Well, at the very least, I think that should be a nice way to accumulate experience. Sadly enough, don't have a recorder yet.
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By the way, you have an "Ice wave super x2" section and you could add it there.
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Summons give him special attacks and replace normals (sword, ghosts, Raou). With dog summon Zappa still remains with his normals and can control dog separately through D-inputs. Similar to Carl. Or probably Nirvana is similar to Eddie and Zappa's dog. I would like to point out that character's "uniqueness" is based on a gameplay features, while not being so distinct from an onlooker's side. So, Ky and Sol are pretty much unique when it comes to gameplay. And the description should be boring "fire powers"/"lightning powers".
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By the way, there is still some time after 6B CH to dash before 6C, making enemy a bit closer to the corner.
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Probably the best decision would be to pick up Carl. He is one of the most difficult characters to play at BB series, but his gameplay style and Nirvana-controlling are seemingly intact throught the versions. All other characters have both style and gameplay changed, as I can see.
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I think it is necessary to train those "66 sekka" and "44 2C" in training mode and against AI to master them. A lot against AI, actually. Ah... Jin became at least as hard as Tao, if not worse. ohgodwhy.jpg
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Actually, it's midscreen. Even more, the distance it works on is ridiculously large, like 2/3 of the stage length. Even 3/4. To sum it up "do not try this one when you do 4B+C on the enemy in corner. Seriously, man, why would you even do this?". Also quite practical throw corner combo: (4)B+C > 214A (whiff) > 623B > (slightly delay 2C so the following 6C won't whiff) 2C > 6C > 623C > 5A > 5C > 2C > 623C - 3170 dmg, 33 heat
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Then again, if someone were to master this to the point of 100% success rate, it would be quite a significant gameplay advantage. Japanese level, haha.
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It has so many extra freeze frames you can afford yourself to delay 214A? Omg, backthrow is awesome.
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Moy_X7, regarding those backthrow combos. I've researched them a bit more today and found out that it's even possible to combo 6C on Tager, Relius, Hazama and other whiffing ones, though it's freaking hard. You have to input 4 in the advanced input (few frames before 214A ends) and do 6C as soon as it ends. But lol I had a 1/13 success rate so it's quite unpractical, especially considering that these backthrow combos are easy to fail too. But, well, that's definitely the best midscreen damage that Jin can ever have. And it's probably the only situation that uses non-freezing 5D.
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Also, some Icewave*2 combos. Damage varies due to character's position and hitbox. Heatgain is not quite necessary to mention. 1) 5B (2) > 5C > sekkajin > 66C > 2D > 6B > 5C > 5D > 632146C > 632146ะก - 4713 dmg without holes. 5603 to Tager with holes. 2) CH 5C > 2D > 66B > 66 > 5B (2) > 5C > 2C > 5D > 632146C > 632146C - 4728 dmg to Relius, 5325 to Tager with holes 3) CH 6B > 66C > 2D > 66B > 66 > 5B (2) > 2B > 5C > 2C > 5D > 632146C > 632146C - 5605 dmg to Ragna. And 6130 to Tager, but with holes. 4) grab > 214A (whiff) > 66 5B (2) > 5C > 2C > 5D > 632146C > 632146C - 4429 dmg to Ragna. Obviously midscreen. 4604 to Tager, with one hole. Ice waves may have holes between hits which enemy can use to recover. Still, that not happens quite often. Also enemy may have to block after recovering from stagger, while losing primers. Or take more damage without blocking, lol.
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http://www.youtube.com/watch?v=6skmNJSub5o Some stuff I've found. Never seen it anywhere before, so, well. Quite good option, if you ask me.
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Feel free pointing them out so I won't be doing such mistakes later. =)
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By the way, would it be any difference now that it's CH or not? I mean it shoots enemy to oblivion with lots of untech time either way.
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Imho bang and tao's mixups and crossups are way better for training. At least for punishing their overhead with 623C.
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Really? I remember him doing this all the time during CS1.
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Ah, yeah, new Hiyoku looks like a total shit now. Arcs probably disliked its overuse (reversal, sniping antiair, combo empowerment, combo finisher) in comparison with Touga Hyojin and ragenerfed it. Removing the last two. They should've made some interesting features like aerial+button manual arrow flight control/D-holding empower/air invul ignore or something else as mad as this. %)
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Looking at the latest Ren vids, it seems that cse-jin is able to do 4.1k in corner on standing opponent (compared to max 3.8k on crouching in cs2). So it looks much better overall to me now.
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Saw that few times already and even did it in my cs1 combo vid. In cs1 worked even without CH. In cse should work too, probably. 236B > ice arrow most likely won't connect in any case or game version. Arcs probably wanted CSE-Jin to mash sekkajin all the time and they made this change so controllers won't break because of it.
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If this combo means more damage on a regular basis, I guess it means that jins would have to program their controller with sekka.
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214C/D? lol Also may be j.236D, dunno. Hearing all this stuff with a lot of ellipsis makes kinda depressed. Especially that Jin got robbed of his stable gameplay. By the way, new Touga should do as a decent combo finisher against Tager, he eats about 7 hits == 1400 min dmg.
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Loved the purple palette the instant I saw it and don't wanna to switch to anything else.~ Although my favourite is custom-made Jin-Archer palette (Fate Stay/Night). Too bad I can't put it into ps3 game. =P
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I've seen him messing with 214A and 623B > 6A, even though nothing above that. Hope they'll find some new practical stuff with 6C. Hovewer, it seems that Jin's 6C and 214B/C change made him more like a character to throw enemy into the corner no matter where he previously was. Logically thinking, Arcs imply that he should focus more on corner combos and stuff. That's kinda sad. Still, midscreen 3k BnB's with hjc. 2C > j.D still remain, so should not affect his gameplay so badly. And new 6C > ice car floats really long distance, that looks very cool. 3C > 214A and 6A combos are stylish too. Jin was not very "entertaining" character since CT (because of his "boring" drive compared to tager/carl/etc), so his main purpose is being ice-cool. It's fine as long as he remains like that. =3
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Lol, why? It feels like japanese jins haven't got used to CSX character yet, only Shirushi seems to do something with Jin's new features. I believe it is similar to Ragna after CS2 release. CS2 Ragna's thoroughly researched and pretty effective now, so would be CSX Jin.