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Everything posted by Partialartist
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About 2P starter position. B+C > 214A (whiff) > 5C > 6C > DC > j.C > j.2C > JC > j.2C > 214C 2764 damage 27 heat. Decent corner combo, for air unblockable 5B setup. 5B > 5C > 623B > 6B > 214A > 44 > 5C > 6C > DC > j.C > j.2C > JC > j.2C > j.C > j.D 3458 damage.
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Variation on the easy DP loop. 6C> B DP> 6C> C DP> 5A> 5C> j.B> j.C> j.D> 5C> 2C> 6C> C DP (4671 damage, 43 heat)
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Or it could be useless. That'd be fine. Someone bothered to make note of that Tager specific combo, even though it does less damage than the standard B&B.
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Don't know if this was already known, but 5C > j.2C > j.D combos on some standing opponents. Won't work on Noel and Tao. Tough on Carl. May have missed a few characters. Rachel and Tager are the only ones I've been able to do 5B(2) > 5C > j.2C > j.D on. Everyone else, the best I've been able to do is link a dashing 5C, from a 6B. Edit: 5B(2) > 5C > j.2C > j.D works on more characters than I though. The j.D just needs a slight delay. Can also be done on Haku and Hazama.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Partialartist replied to Wolf Pup TK's topic in Archive
Might want to rework your notation, because none of that makes any sense. -
Has the 2C > j.B variant, that was used for Bang, been tried?
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Well, the Tager was mashing. The Makoto probably just hadn't seen that reset setup. I was talking about it, a while back, but switched to ending with a high j.D and trying to reset with 5B. Less heat cost and the ability to continue pressure vs. higher damage and favorable trades. Either way, air freeze oki is looking pretty good, with the added air unblockables. Edit: Oki's probably the wrong word for it.
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[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
I'm inclined to agree. Anyway, instead of doing a single jump combo into j.D > j.236D, doing a double jump combo into just j.D does the same thing. No need to use the heat. Less running, too. -
[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
You can't tech out of ice. With the scenario I mentioned, the opponent has a little bit of time to do something, between when you that and land, but Jin is at an advantage. I already recognized the error with the supposed unblockable and have now moved onto actual practical applications, such as the one above. Catch them with 5A, just as they thaw and you can go high/low/throw, when they land. 5B works, too, but you lose the 6A, at least until CS2. You can try ...665B(JC) > j.A, dash j.236D crossup, or any number of things. The point is that you do the air combo, then spend 25 heat to put the opponent in a bad position(as they thaw they're forced to block in the air and guess your followup). It's not an unblockable, but it's not bad. -
[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
Weird. I don't know why I couldn't block it earlier, but now I can. Seemed too good to be true. Edit: You can use it on other ways, I suppose. ...j.D > 236D, land, 665A/665B > 5C/2C/2B/6A -
[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
I just programmed the computer to do it. First time I was able to barrier block, which is why I edited my post, but since then I haven't been able to block it at all. Looks legit. Edit: Ragna can air DP out of it, but I think anyone without one is screwed. And it looks like there's some character specificity to it. For instance, the j.236D hits Noel too late, so the 66C combos. Tested on most of the cast. Only ones I had trouble with were Noel, Tao, Tager and Hazama, though I used the same programmed sequence for all of them. Might just have to adjust the timing for a couple of them. Also played a couple of matches online and did it off of a different combo. Felt like I did it late, so I don't know if it was legit or he just didn't block. -
[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
Nevermind. Dumb computer. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Partialartist replied to Spirit Juice's topic in Archive
Occurred early · 5D The wall-bound CH · 5D Looser · JD Shinjuku correction? That's what Google translate is giving me, from the blog. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Partialartist replied to Spirit Juice's topic in Archive
Bang buffs. Something about a faster 5D? -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
I assumed it was back and forth, forever. -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
Jin's fine. He's gonna be a beast in CS2. Just watch. -
[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
Huh, so they aren't. CH 5B > 6C has been used since CT. I'm surprised it's not there. The other one is good, if you catch them too far out to do 5C > 6C. What I meant about the third one is you didn't mention the conditions. It needs to be CH, on a standing opponent. If they're in the air, they'll be too high up for the 6A to connect. As for the 6A > 623D, it'll work, if they don't immediately tech. If they do, they can get in a reversal. Edit: Shame to have the top of a page not have anything new, so here's a 100 heat combo. Midscreen 3C(RC), 6C(DC), 5C > 6C > 2D, 66B, Sekkajin, 6C(DC), 5C, 623D, 5C > D Super, 6C > 623C [5191 damage]. -
[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
Actually, in the test it was fast enough that it combo'd from 5C. Only problem was that the freeze was so short that you couldn't follow up with anything, except for a corner CH. I'm well aware of the odds of getting a 5D to land in the current game, but I have a habit of testing out combos with new releases in mind, once I start hearing about changes. Also, the first two you posted are already well known and the last one doesn't make any sense, as written. -
[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
Variant for a close 5D: 5D(DC), Sekkajin, 6C(DC), 5C(JC) > sj.B > j.2C(JC) > dj.2C > 214D, 6C > 214C[3502 damage] Can be done from 0 heat and gains 11 heat. This seems more applicable to CS2, for a couple of reasons. 1. Since 5D will be faster, it'll be better against air dashers. 2. As of the last test, CH 5D(DC?), 5B worked in the corner. According to current data, there's only a 1 frame difference between the startup of 5B and Sekkajin. It might work. -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
Jin is getting an overall buff, but you'd drop him, because his shitty overhead remains shitty, but in a different way? -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
Yeah, 2D should be no problem. Only thing I was hoping for was to be able to do B+C > Sekkajin > 6C > 2D... on Mu and whoever else it usually misses. Less Sekkajin push back might be enough that 2D nerf won't matter. If not, dash5C combo works just as well, with reset potential. 5D is now a better anti-dash tool. Jin might have lost some long range pressure from 5C > 2D, but makes up for it, by finally getting some short range mix-up. As long as you can connect 5C from a max. range 5B, it shouldn't be too bad. Still an odd change. -
Yeah, but his 5C actually had range. Depending on how much smaller it got, it might not be possible anymore.
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623A was nerfed from CT to CS. Here's a rundown of Jin's changes, so far. 1. 2C>5C possible (can't input 2C twice) 2. B musou knocks down again 3. 5D start up faster but shorter freeze time, can combo from 5C 4. Sekkajin (5C mash) has very little/no pushback 5. 5C air unblockable (barrier guard works). 6. 3C techable now. 7. 6A forces crouch, can't special cancel 8.*5B > 6A gatling added. Of course, it doesn't combo. 9. 2B > 5B gatling added. 1. Gives him a bit safer pressure and a more confirmable FC combo, at the expense of a little damage. 2. Nice, since he'll be getting more knockdowns. 3. They toned it down in the 3rd test, but it's still a welcome addition. Makes up for losing the combo ability after 3C. Can't combo afterwards, so it's not OP. 4. Probably won't improve his combo options too much, but it will make it so that Sekkajin combos finally work on Nu and Carl. 5. Everyone is getting moves with this property, so it's not a big deal. 6. This is happening to a lot of folks, too, so it's not that bad. 7. His only overhead is only worth it with 50 heat. No wonder folks are asking for a 6B overhead. Not that it would do much, since it's slow enough that it's only good as an anti-throw tool. 8. It's nice, but again, 6A isn't all that. 9. Pretty cool. Now you can go 2B > 5B > 2B or 2B > 5B > 6A. Still, the above comments about 6A, plus the fact that 2B combos aren't terribly damaging. Jin is currently in the bottom half of the roster. These changes will definitely move him up, but I don't see anything that breaks him.
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[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
Not to mention it forces crouch on hit. What? It's an overhead and the only thing it combos from is a freeze. -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
2B > 5B gatling is back.