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Everything posted by cadacus_ater
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[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
EDIT: Nvm.... I took you at your word that it was 5B > 6C. It's 5B > 5C > 6C, lol Regarding 623C...looks like it has a heck of a lot of first attack proration. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
I see what you mean, but I don't think the reasons that 2C FC is good are really that strong. Playing against people that know what they are doing it is almost useless except as a slightly risky anti-air, requiring exceptional timing and position or major telegraphing on the opponent's side imo. I do agree that throwing out 5D is probably gonna be more of a risk vs reward call...unless they change it's properties to make it safer (which I really hope they do). I think that it is easier to make 5D unpredictable compared to 2C though, which is a plus. As for the freeze consumption, it might not be so bad with Jin's other changes, assuming they all stick...we'll just have to wait and see. -
It does on CH. It's just very hard to position right and requires a slight delay of the j.C. You have to be fairly close to the opponent when you super jump and at near peak (forward) super jump height upon using j.236B to get the airdash j.2C to connect and allow the j.C > sekka to combo. Although, it very well might be character specific.
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In my experience, you have to be close to peak super jump height when executing j.236B to execute an AD j.2C > j.C > Sekkajin, if you are going for that. It can vary a bit from character to character. Whenever you fail an airdash, more often than not you'll have input the airdash too early, unless you are too close to the ground to perform it regardless. You have to be roughly at normal jump height after an attack to airdash cancel at all, and higher than that usually to use an attack after the airdash.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
I still play, but not online much. I'm using jB a lot more than I used to and getting more used to characters I had problems with. And also learning that a Just Frame Yukikaze can completely whiff against Hazama's 214D~B flash kick.... Hazama is #1 troll. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
http://www.youtube.com/watch?v=_B-rMAUFKUo&feature=youtu.be&t=3m3s So non-followup sekka now flings an airborne opponent across the screen to the wall...that's our corner carry now? lol -
[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
At least this ex air ice blade does multiple hits...idk but it looks like on block you could go for mixup if it's spaced right. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
Did they really nerf rehhyou again...and 70 p1 on 5C? Seriously, this has to be a joke.... -
[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
Why would they change sekkajin to 22C? It's my stick that's getting screwed over, not my C button, lol. -
Yeah, that one does 2881 dmg and yields 48 heat. You can change the 66 3C > DP B to a 66 2C > DP B for 2936 dmg and 48 heat or a (Delay) 6C > (Delay) DP B for 2985 dmg and 49 heat if you feel like you can stick it.
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Tried to optimize my corner throw combos today and found an alternative to the 3086 dmg 47 heat one that doesn't require a 44 2C. It isn't quite as universal, as it uses 3C > 214A > 3C in it's ender, however, you don't have to deal with delaying the 44 2C to connect the 6A later on (which I had to do against Platinum). You should try to hit the opponent with the 6C and DP B as low as possible though. B+C/4B+C > 214A (Whiff) > *2C > Sekkajin > (Delay) 6C > (Delay) DP B > 66 6A > 3C > 214A > 3C > 214C/214A (3076 or 2910/47 or 39) *Can use 5C here if uncomfortable with 2C > Sekkajin, for 3000 dmg with 214C ender And here is a corner throw combo giving solid damage and the best heat gain I've been able to find against characters that 3C > 214C doesn't work on: EDIT: Don't necessarily need to delay the DP B at all if a DC is used (tested against Platinum) B+C/4B+C > 214A (Whiff) > *5C > 6C > (DC) > (Delay) DP B > 6A > 3C > 214A > DP B > 214C (2838/42) *Catch them with 5C just before they hit the ground.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
In order of decreasing dislike: Lamda, Makoto, Plat, Bang, Valk, Tsubaki, Tao, Hazama, and Tager Ragna I just respect. Relius ticks me off with his j.C. Noel and Litchi are just agonizing with their long combos. Mu can get annoying too. The rest don't get to me all that much, unless a Hakumen has a knack for countering my every non-throw attack. -
Well shoot. I found another nice combo for 3C CH but...it is kinda hard to pull off on some characters (Tsubaki, maybe Taokaka and Platinum as well) and you have to be almost point blank range to start with (no time to microdash). It's not the most practical/easiest combo, but the damage and heat gain is very nice. Start position to nearest corner: 3C CH > 2C > 6C > DC > sj.C > j.214A > DP B > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (4767 or 4734/65 or 61) Oh Jin, why must you demand so much in execution?
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[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
I saw unlimited Tao and was like "Forget Mars." Another day I beat arcade mode on hard without dying and saw unlimited Mu 12. Also awful to play against. So many drones... -
Just saying I think I'm done editing the monster post above, even made it colorful, lol. I don't think there are many other combos I could find that haven't been listed or surpassed by those already in this thread.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
Guess that's what I get for not playing online much, lol. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
Thank you Ren for this wonderous gift: http://www.youtube.com/watch?v=WeEsbI67jbg#t=6m35s 5k off DP D (2 hits)? Yes please. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
The only areas I feel Jin's damage was really nerfed is 632146D and his 6C mid-screen, j.C and 2C combos; everywhere else isn't that far off from what it was in cs2 imo. While Jin's air attacks did get nerfed a bit, I feel the gains he got from 214A wallbounce partly made up for that, and extended his corner combo range significantly. Though I do agree that exectution, spacing, and placement have become more demanding for Jin now; he is no longer as simple a character as he once was with all the combos you need to know for optimum results. -
Here are some combos I found that I haven't seen in this thread (as of July 18, 2012) Note: In practice, I've been using 41 2C (4, neutral, hold 1, C) when I need to execute 44 2C; it has worked okay for me. ---5A/2A > 5C (Corner)--- 5A/2A > 5C > DP B > (Delay) 66 6C > (Delay) 214A > 44 2C > 6C > 6D > IAD j.2C > j.C > 5B > 5C > 3C > 214C (3024/52) 5A/2A > 5C > DP B > (Delay) 66 6C > DC > (Delay) 5C > 6C > DC > *sj.C > j.D > AD j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (2959/49) *It is tricky to catch with sj.C, but doable 5A/2A > 5C > DP B > *66 2C > 6C > DP C > 5B > 5C > 2C > sj.D > 66 5B > [1)2B > 5C > 3C > 214Ax2] or [1)5C > 3C > 214C] (3097 or 3144/50 or 52) *Against characters with smaller aerial hitboxes (Tager, Carl, etc), this one can be very hard. Must catch opponent at precise height to follow DP C with 5B. ---5B(1) CH--- Corner (214C ender is worse, as you omit 2B > 5C to do 6 less damage and gain 2 less heat): 5B(1) CH > (66) 6C > DC > DP B > (66) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (4252/61) ----2B---- Start position combo; 2B CH: [D1] 2B CH > (66) 6C > DC > j.C > j.214A > DP B > (66) 6C > DP C > 5B > 5C > 2C > sj.D > (66) 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214A] (3708 or 3615/58 or 52) Near the corner; 2B CH (Even Closer or so position; 214A ender is better here): 2B CH > (66) 6C > DC > 5C > DP B > (66) 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)2B > 5C > 3C > 214Ax2] or [2)3C > 214C] (3690 or 3684/57 or 56) Corner combo; 2B CH (214A ender is better here): 2B CH > (66) 6C > DC > DP B > (Delay) 2C > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)2B > 5C > 3C > 214Ax2] or [2)3C > 214C] (3830 or 3822/57 or 56) Alternate corner combo; 2B CH (For best results against Tager, use DP B in this combo as soon as possible after 6C): 2B CH > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (3810 or 3762/56 or 54) For characers with difficult aerial hitboxes, i.e. Tager (DP C is harder to follow with 5B in some combos), an alternate 2B corner combo: 2B > 5C > DP B > 66 2C > 6C > DP C > 5A > 5C > 2C > sj.D > AD j.2C > j.C > 5B(1) > 5C > 3C > 214Ax2 (3365/52) ---5C CH--- Corner (214C ender yields 6 less damage and 1 less heat): 5C CH > (66) 6C > DC > DP B > (66) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > 2B > 5C > 3C > 214Ax2 (4566/62) ---2C FC--- Over Mid-Screen - Max Carry is Start Position to Farthest Corner: [D1] 2C FC > (66) 6B > (66) 5C > 2C > 66 6C > DC > j.C > j.214A > *(Max Delay) 2C > 6C > DP B > sj.2C > j.D > AD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C >214A] (4014 or 3941/66 or 59) *Change to 44 5C if too close to corner, starting from around mid-screen or closer (3959 or 3891/66 or 59) Over Mid-Screen - Max Carry is slightly farther than Start Position to the Farthest Corner; Standing Opponent: [D1, SO] 2C FC > j.2C > (Delay) j.C > dj.2C > (Delay) j.C > (66) 5C > 66 6C > DC > j.C > j.214A > *(Max Delay) 2C > DP B > (Delay) 6C > 6D > IAD j.2C > j.C > 66 5B > [1)2B > 5C > 3C > 214A] or [2)3C > 214C] (3896 or 3921/62 or 65) *Change to 44 5C if too close to corner, starting from around mid-screen or closer on standing opponent (3857 or 3881/62 or 65) Mid-screen, Start Position to Nearest Corner: [D2, AA] 2C FC > JC (Delay) j.2C > 5C > 6C > DC > sj.C > j.214A > 44 5C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > (66) 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (3955 or 3930/65 or 61) [AA] 2C FC > JC (Delay) j.2C > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > 5C > 2C > 3C > 214A > DP B > [1)214C] or [2)6A > 3C > 214C] (3323 or 3421/52 or 58) Close to Corner (Around Close or Closer Position, whatever lets you connect the DP B): [AA] 2C FC > (66) 5C > 6C > DC > DP B > (66 *2C) > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (4140 or 4102/63 or 62) *May want to omit 2C to make it easier if close enough to the corner ---3C CH--- Mid-screen, Start Position to Nearest Corner: 3C CH > 66 2B > 5C > 2C > sj.D > AD j.2C > j.C > 66 5B > 5C > 2C > 3C > 214A > *DP B > [1)214C] or [2)6A > 3C > 214C] (3464 or 3576/51 or 56) *Try to delay the DP B a tiny bit for best results. ---Forward Throw > RC--- Use around mid-screen and start positions; builds ~49-52 (~52-55 if first 6C is delayed) heat depending on the ender: [D1] B+C(2) > RC > *(66) 6C > DC > j.C > j.214A > (Max Delay) 2C > 6C > DP B > 66 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (4591 or 4559/~55 or ~52) *Delay if near start position or Push if a little farther Use in or near the corner: B+C(2) > RC > (66 Push) 6C > DC > DP B > (66) 6C > DC > 5C > 6C > DP C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)5C > 3C > 214C] or [2)2B > 5C > 3C > 214Ax2] (4591 or 4543/~52 or ~51) --And just for fun...5k DP D combo (mostly for a finishing blow)-- DP D > 66 6C > DP B > 66 6C > DP C > 5B > 5C > 6C > DP C > 5A > 5B(1) > 5C > DP D > 66 3C > [1)214C] or [2)214A > 3C > 214A] (5074 or 5047/~34)
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[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
It's not like Sekkajin is just about the only source of reliable, meterless damage we have aside from the highly space-dependent wallbounce combos, and of course we recover from 623C so quickly that they are really just wasting a burst...oh wait. At least anyone other than Tager has only 2 primers saving them from a guard crush after a green burst, which isn't that hard to manage now...if they don't BB. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
Without gold bursts, it's impossible to hit 6k meterless afaik...unless you somehow get a random 8th hit sekka combo to work perhaps, but I doubt that would work either. -
I think this is a very solid 'start position to corner' combo for 5B(1) CH: (66) 5B(1) CH > 66 6C > DC > j.C > j.214A > 623B > 66 6C > 623C > 5B > 5C > 2C > sj.D > AD j.2C > j.C > (66) 5B > [1)3C > 214C] or [2)2B > 5C > 3C > 214A] (4112 or 4078/60 or 57) Tested on the entire roster (all 19 characters).
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I was trying out [stuff > 6C > DC > JC > j.C > j.214A...] combos against Tao in training mode and you must be as close as possible before attempting one. 6C launches her at a low angle that makes j.C whiff if you are too far away. For example, even if you are right up against her, the ground combo 2C FC > 6C > DC > JC > j.C would whiff on the j.C every time, unless the corner allowed me to catch up, because 2C pushes her too far away. EDIT: There is a way to get this combo to connect, but it requires a triple dash (DC 6 or w/e the input notation is) followed by an immediate JC > j.C, which allows the j.C > j.214A to connect. Other starters for these types of combos, such as 6B CH, may not have this problem, but I haven't tested everything. It's something to be aware of.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
cadacus_ater replied to Yuushiro's topic in Archive
Yeah, actually pulling this off in a match is a bit difficult. I usually buffer the Sekkajin during the 6B in training mode and need to be close enough to the opponent upon finishing 6B to connect the entire Sekkajin. You can add a 66 5C before the Sekkajin in this combo if you want and still connect sj.D, but you may need to omit the 5C from the ender to get it to work. I haven't tested how this changes the damage though because the sj.D is a little harder to connect, though it can be done. I suspect the damage will go down by around 100-200 or so if you insert 5C before Sekkajin.