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Everything posted by Partialartist
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[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
Variation on the (not unblockable) 623D reset setup. Won't work on the usual suspects. 5B(2) > 5C > Sekkajin, 6C > 2D, 66B, Sekkajin, 665C > 623D(1) [2845 damage]. Unless you started close to the corner, the push back from the combo is enough to make the reset attempt relatively safe. Land it and you have a total of ~8k damage, with no initial heat requirement(barring burst, of course). Any decent length combo that ends with 6C(DC), 5C or Sekkajin, 665C should work. I'm just highlighting this one, because it looks like double Sekkajin combos are going to be a lot easier, if the loke test change sticks. Edit: How about ...Sekkajin, TK236C? It doesn't combo, but catches all air techs and quick rise. Didn't test the other rolls. Re-edit: Had some success with it, in a couple of matches. Found out that Tager's air tech goes over it. Need to test it with all the characters. Edit Again: Not great on tiny people(Noel, Tsubaki...), but okay on others. Can be beaten by fall+roll, but they'll either roll into you or you'll get more corner push. Loke test changes seem like they'll strengthen the setup. Last one, I hope: Instead of doing a straight TK236C, (super)jump and immediately do a j.236C. It expands your options, since you can dash after it, or quickly throw out 2 head-level projectiles (on regular height folks). One for the road: CH 623C, d.5B > 5C > sj.B > j.C > j.D, land5C > D Super, 6A [2989 damage]. -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
Didn't notice it was faster before. Oh well, bonus. -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
I think 2C is a little faster. Looking at end of the fight vs Platinum, Jin does Sekkajin, dash2C. I'm trying it on Tager and it's a very tight link. Might just be easier, because of less Sekkajin push back. -
Yeah, Jin's pretty solid. The changes they've made so far may seem minor, but with people above him getting nerfed, they could put him in a good position. More knockdowns and safer/longer pressure from those knockdowns sounds pretty good.
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[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
You could always end with 214B, since it knocks down again. It might be possible to do 5C > 2C > 5C on someone in the air (they'd probably have to be pretty low to start off), which would help out with come combos I've been trying to work on. I'm glad they're giving him a slight buff. I was worried that everyone below him would get a buff, but he'd be left alone, making him worse by comparison. Despite his CT-CS nerfs, he's still pretty solid, so he doesn't need much. -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
That's what I said up top. -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
"2C>5C gattling added (cannot re-input 2C)" If these changes stick, neither of those combos would work. Besides, doing 5C that early would work against you, since it currently has an 85% P2. -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
What can you do with a 5C that you can't do with a 6C? Unless they improved the proration on 5C, I don't see much of a point in adding more to combos, aside from possible meter gain. -
[CS2] Jin Changes in BBCS2 location test. NO WISHLISTS
Partialartist replied to J-KT21's topic in Archive
If it works on block, you could add 2C to a block string, gatling into 5C and jump cancel. Either continue pressure or make your strings end safely. Better than having to end with a 236A. -
I have a Saturn USB controller and I've been having problems with dropping combos. Simple stuff, like ending a combo with 214B, will turn into a backwards super jump. I thought I might have been getting sloppy with my execution, but I tested it out, doing nothing but carefully dashing, and I would get random jumps. Gonna try out a Logitech Precision, since that's the other pad I've heard good things about, but if that's no good, I'm gonna have to invest in a good stick.
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[CS1] Jin Combo Thread (and a quick guide on mix-up)
Partialartist replied to Ice Cube's topic in Archive
Thanks for putting that throw combo in there and adding the 6A to the end. Made me realize there's a quick guard break setup in there. If your opponent has used a burst(on 2 in Tager's case), you can do the following. Low D super, 6A, Meaty 236D, 6D, [623A/B] or [(2A) > 5C > 214B] Just make sure the 6A isn't too deep, or they'll be able to forward roll the 236D. They're going to have to barrier, if they don't want to be lose their guard, which makes the end of the string a little safer. This makes combos that build at least 25 Heat and end in a low D super a little more practical, since you'd only need 50 Heat to start it off. Edit: One that's just shy of my criteria. Needs 27(52) heat to start, but it's the best I've found from this particular starter. CH hj.C, j.D, d.6A > Sekkajin, 6C(DC), 5C > D Super, 6A [3379 damage]. CH hj.C, j.D, 6C(DC) > 5C > hj.2C > 214C [2419 damage], for no heat. 6A combo won't work on Tager, because he's too floaty for the 6C(DC), 5C, or anyone who creates a problem for 6A > Sekkajin. The j.D should be done as late as possible. Super late edit: One more to the pile. Needs 18 heat to start. 5B(2) > 5C > Sekkajin, 6C > 2D, 66B, Sekkajin, d.5C > D Super, 6A [3851 damage]. You can start it with 6B, d.5B(2)..., which only needs 15 heat to start and does 4250 damage, but how often do you land a standing, non-counter 6B? -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Partialartist replied to Wolf Pup TK's topic in Archive
Edited an old post with these, but putting them here, for the sake of anyone who might find them useful. The goal was to build at least 25 Heat and end with a super, so that you could get off 2, with 50 heat stocked. Mid-screen 5B > 3C, 2B > 5C > sj.B > j.C or j.2C > j.D, ((d.)5B) > 5C > 623B, Ice Arrow [3498 dmg]. CH j.C, (d.)6C > d.c., j.B > j.C or j.2C > j.D, d.5B > 5C > 623B, Ice Arrow [3538 dmg]. CH j.C, (d.)6C > d.c., j.B > j.C or j.2C > j.D, 6C > d.c., 5C > 623B, Ice Arrow [3730 dmg]. CH j.C, (d.)6C > 2D, d.6B, Sekkajin, 6C > d.c., 5C > Ice Arrow, 214C [4032 dmg]. That last one can be done from an air or ground hit. Use the optional dash for spacing. Edit: From Throw B+C > Sekkajin, d.5C > sj.B > j.2C > j.D, 5C > Ice Arrow [3075 dmg]. B+C > Sekkajin, 6C > 2D, d.6B, 5B > 2B > 5C > Ice Arrow [3237 dmg]. -
Tager could get something similar to slide head. Just make his 6B chargeable and have the charged version knock down, if the opponent is on the ground.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Partialartist replied to Wolf Pup TK's topic in Archive
Huh? You can't 2A out of it. I'm talking about doing it from his throw, at the same time you'd usually 214A. It's already active when they unfreeze, plus you're too far away from them. They can DP/DD/Burst you, if you're not blocking at the start of their recovery. Doing the standard combo into 3C > 236C is alright, but they can vary their wakeup, which can make it harder to capitalize on anything. With this, you know exactly where they'll be and can watch their reactions. You have a point about the heat usage, particularly when it comes to the corner, but I'm talking about increasing his damage from anywhere, especially if it means getting the kill. You don't think this would be good to know, in a clutch situation? If I can take them out from anywhere I'm gonna do it, not wait around and hope I can herd them into a corner. Plus, I think the math still works out. You're looking at ~5K for a corner combo, with 50 heat. Landing a j236D cross-up is 1k+, depending whether you hit them in the air or on the ground(can't remember, do all 3 hit in the air?). That, plus the combo I posted, will get you the same amount of total damage as a corner combo, for the same amount of heat. Edit: And why is it so hard to get a straight answer out of people? I could ask something like "Has anyone tried ending a combo with 623B, 2369C, 2369D? The the j.236D doesn't follow the rule of 'one ice blade on the screen at a time', so it should provide extra ground cover and keep air dashers in check. Plus, it takes away reversal options from a knockdown." and I'll get "You should always try to end with a knockdown." Are folks so certain there's only one way to play Jin? Double edit: The kind of setup I'm talking about was done at the end of this video. http://www.youtube.com/watch?v=xzl8fHqXUJI Sure he missed the super, but he built up enough heat to finish the job. Triple edit: Looking at that video again, he probably could've finished Bang off if he either went for the standard 214C ending, or if he had added a 2C to the end of the combo, so it's not the best example. A couple hundred more hit points and it would've made sense. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Partialartist replied to Wolf Pup TK's topic in Archive
How many ways can Jin combo into super, from 25 or less heat? The only one I've found that doesn't start with 6C or a CH 5B/C into 6C is this. 3C, 2B > 5C > 6C > d.c., j.C > j.D, d.5B > 5C > 623B, D super [3802 dmg, 4867 with a second super and run-up 623C]. That one's tough, because you have to get them with the 5B before they land, which feels at least as tight as the CH 623C, d.5B link. I can't test it right now, but there's probably something that starts with j.B > j.2C, d.5C, sekkajin, or something like that. Being able to get decent damage, from the high/low options of a gaga reset, from anywhere on the screen, would be pretty nice. You'd already have the necessary heat, from not having to RC a CH 623C. Also, what do folks think of 5BC > 236C? I've been testing it out and it doesn't seem too bad. Sure, you end up -4, but you get an active projectile in your opponent's face. I've had Ragna and Hazama try to DP/DD out of it, only to eat a CH combo. Air dashers can be chased and punished. If you get them scared to do anything, you can do a quick d.2A, then use the block stun on the 236C to get in closer. I was able to get purple throws on both barrier and instant blocking, meaning the 236C safely covers your entry. I saw it in one match video, then never again. Maybe it's weak, and folks here just don't know how to deal with it, but it's not like Jin's getting stellar damage from his throw combos. Edit: Found one from 5B 5B > 3C, 2B > 5C > sj.B > j.2C or j.C > j.D, (d.)5B > 5C > 623B, Dsuper [3498 dmg]. I'm not exactly sure when the proration rate affects air untechable time, but the last 5B can be dropped, if it makes the link easier. Re-edit: From CH j.C CH j.C, (d.)6C > d.c., j.B > j.C or j.2C > j.D, d.5B > 5C > 623B, Dsuper [~3.5k dmg]. -
You can link D super from 623B on normal hit. It's 623A that needs to be a counter.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Partialartist replied to Wolf Pup TK's topic in Archive
Well, yeah. It's a 100 heat FC combo. Treat it like another challenge combo. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Partialartist replied to Wolf Pup TK's topic in Archive
Screen crossing FC combo 2C > 6C > dc > 5C > 6C > 2D > 6B > 5C > 2C > 6C > dc > 5C > 623B > 632146d(x2)> sj > 214/C - 6114 dmg -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Partialartist replied to Wolf Pup TK's topic in Archive
Yeah, more like 50-100 meter... It's just another round ender. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Partialartist replied to Wolf Pup TK's topic in Archive
4/6BC > 236A(whiff) > 632146C... The whiffed ice blade into super grounds the enemy. Haven't been able to do that without the 236A. You can link a 214D on the back throw version, or another super on both. It's less damaging than doing a pair of 632146D's, but does more damage to Tager, because the 632146C does more hits on him. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Partialartist replied to Wolf Pup TK's topic in Archive
Messing around in training, I found that delay2D still works. Got this off a close 3C. 3C > 2B > 5C > 6C > delay2D > dash6B > mashC(8) > 6C > 214D > 6C > 214C ~3.7k dmg, ~3.3k without the 214D. The link is a lot tougher, if you start off with the more practical 5B(2), due to the increased pushback and decreased untechable time, plus you'd have to do something else after the mashC. Better off sticking with something more basic, but it's nice damage, if you can land the 3C. -
My execution was failing me today, so I don't know if this can be finished. 5BB > 2BB > 2C > 214A > dash5B > 2C > 623C > 236B > (214C) The last bit is what I kept forgetting to input, but the rest of it does 2020 dmg.
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Too far away to link j.B > 665B > 5C > j.B...? Try this. j.B > 63B > 3C > 2B > 5C > sj.B > j.C > j.D > 63C > 214A and go for an air throw or something. Could be useful, if you don't have the heat to gamble with an overhead reset.
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As far as I can tell, this can only be done without special positioning on Haku-men, meaning anywhere not too close to a corner. It works on others, but they basically have to be at the start position for it to combo. On crouching... 5B > 5C > 6C > d.c. > 5C > 6C > 2D > 6C > d.c. > 5C > 623D(2) Delay the second 5C, the 2D and the last 6C. Does ~4K. If you tack on a 5C > 623A, it does ~4.2k.