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Everything posted by someonewhodied
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Ok I'll start with common blockstring segments that MAY be escapable. 2C/5C>6C>[Dash>Grab | 6D | 214A/B/C | 623A/B/C] Thats pretty much all of Jin's options from 6C. Is there anything that can be done to get out of all of them? Back in CS1 I would DP out but, lambda doesn't have that anymore ;^;
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Nevermind. I got it. I was using a level 1 214D~C to put me in the corner. It worked fine with a level 2.
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I was trying it on rachel. The most 6C's I've gotten is 2 (And then 1 more from a dash and one last 5C>6C)
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http://youtu.be/DLMVyVUZu8A?t=2m36s how do you chain multiple 6Cs like that? just something I'm curious about. (I've tried a fatal 214D~B+2 gold bursts and still can't get it)
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Of course. Online screws everyone up. (Which is why, until recently, I always preferred aerial C comboes over D comboes) I only have slightly faster reactions (Now, starting about a week or so back) than most people because I've been playing online from a capture card, so I'm seeing things half to a full second later than my opponent (capture card lag for the lose), and because of that, I have to react instantly. That helps a LOT when I'm playing on my tv because I react much more quickly.
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Eh, this matchup is so simple it may not even need this thread. Theres really nothing to this matchup. Just spam 6D from across the stage. It will pick up Hakumen from all of the following: Airdash IAD Forward Dash (From half-screen) High Jump Normal Jump Single Command Dash (RIGHT after dash ends from about 1/3rd of the screen away) The only thing you have to watch out for is when Hakumen uses all of his meter to command dash across the screen to get to you. When Haku has 3 meter or more, throw out the occasional 236D (NOT 236D~C) No videos are needed to demonstrate this. Its THAT simple.
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236B>214C and then force Ragna to block 214D~C>236D~C>214D~C to take out 2 guard primers (Well, thats universal advise against any non-projectile user) and then go back to spamming ranged attacks (Preferrably j.2D since you aren't left both vulnerable AND stuck in 1 spot on whiff. Just vulnerable)
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Hmm watching the first 45 seconds or so, I would say, you should work on hitconfirm, and go for a 236B after hitting a 3C.Then you can shoot of a C gravity and pluck some of those ripe and juicy guard primers with spikes. (After forcing a block with sickle) And instead of 236C after 236236D>236D block, you could, once again, take out a primer just as easily with spikes. And you make one of my most common mistakes too. Too much 236C lol. I'm not doing too great either but: http://youtu.be/yyIjNPgAhgY?t=9m39s I got a bit sloppy, and got impatient in the second round and went straight for a DD after 6C....I need to stop going for the kill so impatiently. Also, notice how I got brutally murdered every time I went for the 5C startup comboes.
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On another note, this goes for every character, but DON'T GET NEGATIVE PENALTY AGAINST JIN AND GET HIT WITH A FATAL. Almost Instakill comboes for the lose ;^;
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I mean a B gravity seed when you see him ice carring, or a C gravity seed when you KNOW hes gonna ice car. And EVERY Jin does 6C>6D at least once a match. The thing is, a barrier block may leave you out of 6D range, giving you a juicy 5D(CH)>236C combo, which SHOULD put you back in the lead if you are losing. (If you are losing so bad that a 5K combo doesn't put you ahead, maybe you shouldn't be playing lambda, right?) And don't worry, NO ONE can pull off long comboes consistently online. The most I've gotten was 6K with Mu, who has VERY generous combo timing. (Even people on my friends list with a 4 connection will lag.) I've pulled almost all of those off in both training room AND against real players offline. (Well, the people I played offline had questionable skill since they were just casuals playing in the gaming room at AX earlier this month)
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Huh. Yesterday i was playing, and with Jins most commonly used corner blockstring segment [5C>2C](Or other way around)>6C>6D, if you normal block, you can get a 5A out before Jin's 6D, or if you barrier, 6C may still leave you out of 6D range, letting you get a 5D(CH)>236C. (Doesn't happen often, but I still see it occasionally) You shouldnt be gettin stuck in the corner anyways though. Gravity seed on ice car makes me laugh every time. I get a free 6D combo. Also, I have a a problem with people that do a 2369C instead of a 236B, they dont stay in one place. I dont really know how to get some good damage on Jins that move around the entire match and only use aerial ice swords for ranged poking instead of ground ice swords.
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Thats why I said SHOULD. I was browsing random videos when I saw that. but it went blue at the first 236C so I wasn't able to tell whether or not that lambda's opponent missed other techs. And I KNOW 5C and 5D counters combo into 236C so I was thinking that the rest would work too. (I mean, why else attempt it in a real match)
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Here is a nice long and easy combo. It should work fine. *Saw it on youtube* 5C/5D(CH)>236C>5CxN>214A>6A>TK>5DD>236C>5CxN>6C>236D>214D~C>236C>Dash Under>4B(second hit)>2DD>TK>5DD>6DD>2DD>j.5DD>j.2DD>dj.5DD>j.2DD>j.214D
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how can I stop an approach where the staff comes at me low and litchi at me high? If i try to hit litchi, Staff will CH me, if I go for the staff, Litchi gets to me. If I block, I am pinned, If I Airdash backwards, It just happens again, If I airdash forwards, one of two will hit me, unless my j.5/2C gets a lucky hit. a J.5D MIGHT work, but its too easy to screw up. And thats only ONE of litchi's approach options. The safest way is to run straight into the staff, take the hit, and run past it, maybe firing off a 6D retaliation after should Litchi still be in the air. But if the Litchi sees it coming, the staff hit can be followed up with a blockstring or a full combo. How can I NOT panic when I don't even know which of Litchi's 50 thousand approaches is being used?
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-_-. Second match shows you playing almost exactly like I usually do. But what I'm talking about are those litchis that can pull off midscreen 4K+ comboes from pretty much ANY hit, manage to keep pressure on you by switching between litchi attacks and staff attacks...over and over, and actually will use Litchi's 6A in their mixups. (Always that 6A getting me -_-) I'll see if I saved a replay. I found one, but not vs lambda http://www.youtube.com/watch?v=wJOCC6ZehME Thats pretty much the average litchi player from what I've been playing against. (Well, most I've seen CAN do that ridiculous midscreen combo.) I also don't want to waste my bursts until the last match against any good player....just in case... I've been constantly trashed by Litchis. I'm getting impatient due to constant losses so sorry if I sound a bit rude...
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well, if it ain't broke don't fix it, so don't worry about A's and B's until your C's and D's are failing. (I didn't watch your videos because my computer is crap right now and can't handle much.) Also, 5B>6B>5C>6C>236B will do more damage than without the B's so...keep that in mind. Hmm. Take a look at the videos I posted in the general lambda thread. I wouldn't say I'm good, but it should help a little bit with keep-away and comboes, though you are better off watching the JP pros than me...
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Dustloop: someonewhodied XBL: someonewhodied Mains: Lambda, Carl (I suck with carl though I still wanna main him) Subs: Jin, Hazama Misc (When I just wanna have fun and I've tired myself out. Or against much worse players): Arakune, Platinum, Mu
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Using 236D, you can hit her out of an airdash from fullscreen 214D also stops airdash and her 63214C. 2DD to catch her double jump approach 214D and then 6DD should catch both dash and airdash. 5DD should cancel out her staff's first hit. (IB the second one for some free heat) All I got. I suck against litchis.
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I've found that if you are almost always in the air poking him with Ds, if you end up getting hit, be prepared to grab reject. If you don't let an airgrab happen, the most damage you will take is ~1.5K each time you mess up. That or the online lag is messing up my opponents...hmmm.
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Any of these will instacurse you so watch out: 5D (CH) 5D (Air hit) Low Air throw 236236D 2C (FC)(RCed) 6B (to 236236D) 6A(Leads to 6B) 5A (Leads to 6B) 2A (Leads to 6B) And these will curse you ~60-70% 5C j.4/2/5D You know what? The instant you hear "COUNTER!" or "FATAL", burst. Makes things easier. You shouldn't need more than 1 burst a match anyways.
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When she summons a pumpkin, do a 4D/5D(CH)>236B>RC>5DD>[Filler] combo. When she shoots those poles, 5D/4D. When she shoots them from the air, 6D/2D. You cant do ANYTHING at short range though. Rachel can just chairspam everything and use a pumpkin/frog that was previously sent out to protect her when she is open after. (She CAN use wind mid-chair right?)
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barrier blocked 623C leaves then in 236D range =) And if you Barrier, you have enough time to get a 236D in... Of course, it could just be because of online lag.
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Well, any good jin I see uses all 3 speeds of ice sword. (Though C is normally a tell for a 632146C, making it so you need to block or barrier, not punish) And when I play jin, I ALWAYS use only aerial Ice swords. Especially against Lambda. (Playing both characters makes me know exactly how to battle one with the other) I know that Jin's 623s can be easily blocked and then you get a free 236D combo. (On Jin I use 236D>236B>6A>2C>j,5C(First Hit)>j.2C>2DD>214A>6A>Tk Crescent>5CxN>6C>236236D>4DD>236C>2DD>Air Ender) The Air Hit effect of 236D makes for some interesting comboes against Jin and characters of similar hitboxes.
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I meant 4DD >.< I'm failing so much this summer X_x
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I find that 6DD>236C>2DD>j.5DD>j.2DD>[j.214D~C>j.5DD>j.2DD>]dj.5DD>j.2DD>j.214D works for punishing ice cars. And 4DD for punishing the C ice sword. (2DD>236B>RC>5DD[if midscreen] or 5CxN>6C [if corner]>236C>and then their respective comboes. Of course I could be doing much more damage with other comboes, but online, the lag screws me up when I try some other comboes.