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Killey

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Everything posted by Killey

  1. From what I played of Yu another option for j.D is after a super jump combo and then do j.D before you land so that when you go for additional pressure Izanagi comes down from off screen. It won't cross up on it's own since the opponent just has to block in relation to Yu so you'll have to time a Evasive Action as Izanagi comes down for any mix up to happen. It's not a set up I would consider using often though.
  2. What I find helpful with my execution is looking at the input display in training mode. KoF inputs are really strict so it's easier to pinpoint why a move doesn't come out as intended. Personally, I've had issues with the DP coming out as DM. When I looked at my inputs it's because I went from down then forward, down, down forward, forward for the DP, which overlaps with the super input. Since DP's are always forward, down, down-forward I just made my inputs to be precisely that so the DP would come out consistently. In your case, it seems like you're doing the the qcf motion too slow as it's not registering the forward input for the DP. I would speed it up and omit the last forward in the dp motion to prevent supers from coming out, or return the stick to neutral and do the dp motion as fast as possible.
  3. Thanks, this well help a lot.
  4. So does anyone know what D (Persona Rush) button actually does? I'm assuming it's like Jojo where you call your stand to fight alongside with you rather then calling them for a quick in and out attack.
  5. You mind posting up general things I should know about Weiss? So far, I'm strictly Time Weiss but I'll transition into Blossom but is there specific Arcanas I should be using for specific match ups? I'm thinking Blossom for the Scharl match up. The BnB's I know are all Time Specific so beyond learning what's on the Wiki and Homing Cancel is there other BnB's I should know? I really need to engrain the range of her normals in my head cause one whiff and I'm eating Scharl chains with Plant Dick. lol
  6. Yes, we're still PSN friends. lol Currently going through Dead Island so haven't been playing AH3 that much outside of casuals with friends offline. Using Time Weiss at the moment and I'm getting a better feel for the game but the lack of information (don't get me started on the wiki and homingcancel.com) as well as match vids leaves me with just ad libing.
  7. I picked up this game last week started with Time Weiss. Got my ass handed to me by Riot and some crazy Nazuna/Zenia player last night. Really need to figure out the air-to-air game, hit confirming aerial attacks, clashing, and the match up specific stuff really bad. I don't know wtf was going on with Nazuna rush down though I'm pretty glad I managed to block those double cross up shennanigans. lol
  8. The game has a lot in common with 3rd Strike in both visuals and game play. The boxer character has normals, specials, and combos that look almost identical to Dudley's. The grappler's fighting stance is similar to Hugo's, his parry is Hugo's, has Gief's SPD animation, similar normals, etc... The overall animations are 3rd Strike-ish with lots of details animations. I don't mind visual presentations and minor game play mechanics being similar to 3rd Strike though I am a bit disappointed that some characters are just carbon copies of other characters. The first 4 character's of the game were really interesting but the latest batch lacks creativity. I'll still get this game when it gets released because I do like where it's going.
  9. I think they named his Drive as Beowulf. The start of that 4k combo looked like it could be an anti-air and wouldn't surprise me if it was a 2B/C input. There was an interesting 2 hit normal that causes suction much like Jin's 5B. I can see it being an aggressive tool and potentially give him frame trap capabilities but we don't know the frame advantage/disadvantage on block and on top of that it has slow start up. A lot of his normals remind me of Bang's. What I'm assuming is his j.B has about the same (maybe slightly less) horizontal range range as Bang's j.B and his j.C or j.2C/B has a angled downward arc to it much like Bang's j.C. Overall, his normals in human form have really nice reach probably more range then Bang on the ground and probably about the same range as Bang in the air. If he has good hit confirm combos off of those pokes he could have a really nice aggressive poke game making him good at mid-to-close range. It looks like he can cancel a Wolf Charge into a Human Transformation but it eats up a lot of the Wolf Gauge. It has obious application to his combo mechanics but I could see this being useful in his offensive game. Depending on his up close game is he could do some fake outs with it like doing an upwards wolf charge cancel into human transformation just slightly in front of your opponent then go for j.B/j.C overhead, stop short go low, cross overs, etc... Kind of like a mix between Tao's drive shennanigans or Bang's bumper mix ups but not as fast. I'm hoping his Wolf Form has the ability to get in on people quickly otherwise zoning characters like Lambda or people with generally better range pokes like Litchi could give him a hard time. Really want to see what his special moves are like to get a better idea at the overall tool set that he has.
  10. 5B>2B>6C>j.D>d.2B>623B>d.2D>j.D>2369C>5D>sj.C Need help understanding the spacing and timing of this combo. 1) Can this be done anywhere on the screen? 2) What's the timing on the dash 2D after 623B Also, how the hell do you get 623B after 6D. I've seen Dora and Nezu do some combo like 5B,2B,6C,jD,2369C,5C,6D,623B but I can never get 623B to come out after 6D. I don't understand the timing of the 623B after 6D and I've tried various timings. I've gotten it to work maybe once or twice through mashing 623B just to get the feel of the timing but still can't grasp when to time the 623B.
  11. Jin still looks really solid from those two videos. Looks like he has less rush down potential but didn't see those players use 6D offensively in guard strings but it there wasn't many opportunities to do it. The only time 6D was used was during an old corner combo. Fireball tech traps are still in but ground fireballs in general look really useless though they weren't used much in CT so no big deal here. Double crossover tricks with IAD D Fireball still exists though it looks a bit slower than usual. Maybe it was just me but Sekkajin looked faster but it could have been the video. As suspected Jin's new zoning game relies heavily on j.C and pretty much fishing for a CH much like you would with Litchi's j.B[M] in CT. Landing a CH j.C gives Jin a combo at any distance. Up close it links to j.D, from max distance if you are closer to the ground you can 2D (just like the loke tests), a little bit closer than max distance and you can land then j.B air combo (again being closer to the ground). Based on how it was combo'd in the two videos if you manage to CH with a low j.C in the corner you should be able to land then 5C, 6C, 6D into whatever. You can most likely still follow up with 6C, 236D but I recall ryoko saying you can't combo 623A in between the hits of 236D due to additional recovery 236D has.
  12. It really depends on the situation and the match up but the beauty of Jin is that he can do all of the above at any time and be generally in a good position. Also, depends on what style of Jin you play as he can be very offensive and rush down like there's no tomorrow. Basically, from neutral to far screen away you want to abuse his pokes like j.A, falling j.B's, 5D, and 2D. j236C should be used sparingly as it's not a good poke and leaves you open to some characters it is useful against Arakune when he's got curse clouds out and you can try to fish for a random CH to neutralize the cloud and make your towards him. Anyways, from this zoning range you are fishing for hits or counter hits to get you in close and then you can apply pressure all day afterwards. This also works to your favor as characters who can't zone as well as Jin are then forced to come to you and you have 4 DP's to punish a reckless attempt but if you do land one of your pokes you have your way in. That's one method of approach but you can easily switch to a rushdown style and abuse 5B on the ground of j.A, j.B, j.C and then start his mix up game when you have them on the defensive. It's better to do this against characters like Tager, Litchi, Arakune, Nu, Carl, and Rachel. Everyone else can be approached from a more defensive aspect. On most characters you can land after jC, 5B, 5C, 3C, 236C oki for better damage and corner pressure then B Ice Car. Some characters like Arakune and Litchi have push back so 5B, 5C, may not always combo and on those characters it's better to just land 5C, 3C, 236C for oki. In the corner if you can combo into 3C you are in a much more favorable position then B Ice Car since you have more time to set up different oki scenarios. This is just terrible. Purple throw combos should NEVER be recommended as you have 27 frames to tech and that's a ton of time that it becomes moot at high level play. If you want to do this on newer people fine but on higher level play this is not even an option. The standard corner throw combo is the 623B cancel or just throw in DD for unburstable finishes.
  13. Pretty sure this doesn't work on a quick tech due to the recovery off of B Ice Car. Don't rely on 2A to cross over because there are so many variables that come into factor when you are doing this that it's not going to come out 100% of the time. You should be learning to adapt to the situation regardless of what happens when you use 2A to oki.
  14. Don't even bother with this combo there are much better combos to do than this. I never use this combo set up in an actual match and anytime I'm landing 6C in a combo I'm either following up with 2D for better position or 5C, SJC, jC, jD, air dash jB, jC, B Ice Car or other options for resets/mix ups. In general it's better to end your combos as close to the ground as possible as you recover in a better position. In training mode make sure you set the dummy to be able to tech so you know when it comes out properly. Delay your 5C as much as possible the deeper it hits the more success you will have and then just super jump for the rest of the combo. Super jumping makes this combo much easier to pull off. Still I recommend you don't bother with this combo you have so many better options with this. You can do the combo I listed to push your opponent into the corner or use it for mix up games. off of 6C, DC, 5C, 6C, DC, j.B, JC, j.C, j.D, B Ice Car or j.B, j.C, JC, j.B, j.C, j.D, D Ice Car if you are close to the corner then 6C OTG, 623B/C for like 4k dmg 6C, DC, 6C, DC, 5C, 6C, DC, j.B, JC, j.C, j.D, B Ice Car I might be off on this combo I can't remember the specifics.
  15. Keep in mind the easiest way to do it is if they are neutral teching and the timing is still pretty tight. You can still cross them over while they are tech rolling but it all depends on when they tech roll, if you guessed right, if you kept the run going before doing 2a, etc... The fact is 2A is a really strong oki option as if you screw up it whiffs and allows you to guard, if you do it right you will either cross them over during their tech recover, or you will tag them as they are rolling allowing you to do 5C combos.
  16. Also, if you land 5C, 6C at the max possible distance you'll need the double dash afterwards to follow up with 5C into whatever otherwise 5C will whiff, at least from my experience.
  17. No, nobody is allowed to take videos during the location test but there are usually people who are brave enough to do so. I would really like it if CH j.C has wall bounce and Jin gets some cool wall bounce freeze combos in replacement of losing the majority of his staple combos.
  18. I feel it's better to go for knockdown into oki for better control of the corner but you could go for resets as well.
  19. This right here is an ignorant fucking statement. All of Jin matchups were either dead even or 1 extra match to his favor and a 6-4 match up is still very winnable for the other character. Jin has ALWAYS had to work for his wins it was never an easy steam roll for him. Blame the lack of skill of the other player if they get worked by Jin. Much like GG any character in BB that gets their momentum going can pretty much steam roll a character in the round. Jin just had more means to creating that momentum from a neutral position. EDIT: Moving my post to the CS thread.
  20. I find you have to delay throwing out 236D longer on Ragna and it doesn't work on Tager and I'm pretty sure it doesn't work on Carl as well. They can tech out before 236D connects. On characters like Arakune you may have to get rid of 5B (2 hits) and opt for 5C to 3C instead due to their weird hit boxes and push back.
  21. Found some gimmicks and character specific resets today. Gimmicks: 1) This is a really old gimmick that I use quite a lot. Block String into IAD j236D which causes a reverse cross up situation. What happens is that you IAD over there head tricking them into thinking of a cross up j.D or j.B but instead you do j236D and because Jin jumps back when he does this it pushes them back onto the original side forcing your opponent to block in their original position. To get the best effect you have to be really close to the opponent when you do the IAD to get the best possible mix up. Slightly further away and you lose the full potential of this mix up. 2) Now if you want to "cross them up" with the j236D in the above scenario delay the j236D by a second. Also, instead of inputting j236D you are going to be inputting j214D but that's a matter of perspective. What happens is that typically IAD into a move comes out quick enough for a cross up situation to occur and as I mentioned with IAD j236D you get a reverse thing happening. If you delay the j236D by a slight second the opponent auto corrects the way he is facing the j236D will now "cross up". It's not really a cross up but it's a way to trick them into thinking that. Be careful as opponents who catch wise to this strategy can just jump back and you end up doing an ice car instead. 3) Jump over your opponent's head, small delay, then IAD back into j.B was an old Jin cross up much like Ky's in GG AC. You do the delay so that you don't IAD back to the original side you actually stay on the side the opponent is facing. You could do it earlier and IAD back to your side but if you do nail the cross up you won't have any follow ups due to the way he lands. To add a bit of a twist to this, throw out a j236D after wards and the 3rd sword that goes diagonal down the most will hit the opponent really close. If they block the j236D it will actually cause a vacuum effect. You get +22 frames off of j236D if I recall correctly and since you land as they are getting pulled toward you, you can continue your pressure. Essentially, you've framed trapped them with this as well. It's highly situational and you will probably pull this off maybe once in like 50 matches. Resets & Mix Ups: In the combo thread I've posted many things that lead into this corner combo. 5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit). This combo is excellent as it does 4000+ damage most of the time and gives you reset, mix ups, and corner oki options. Here's some reset/mix up options after the last hit of 236D refreezes your opponent. 1) 5B (2 hits), 5C, 3C, 236C - Trip into C Ice Sword for oki options 2) 5B (2 hits), delay, throw - Most people don't expect the throw after 5B 3) IAD before they land from the last hit of 236D and do j.B, j.A, land, anything (won't work on characters like Ragna due to their funny frozen hit boxes) Bang Specific Resets: Normally, 5B, 5C, j.B, etc... doesn't combo on Bang due to his hit boxes; however, someone mentioned that j.B, j.C, j.D will combo on Bang off of 2C. Unfortunately, this means that this combo is only limited to specific freeze combos like 2D/6D but all the typical j.B, j.A resets apply now giving Jin more tools to work with during the match up.
  22. Well at least Rachel has fat grounded hitboxes for Ice Car OTG goodness. EDIT: I've been experimenting with Kid Viper's corner combo of 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B, 5C, 3C that he stole from Japanese Jin players. So many ways to lead into that combo and the follow ups are great with some really crazy damage. I'll post reset/mix ups in the appropriate thread but here are some combos. Corner Only: Crouching Opponent Combos: 5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4059dmg 25% Heat -You can lead with a air dash or instant air dash before hand but you scale it down to 3998 dmg but it's easier to trick people to eating that overhead air dash j.B, j.C. If you land a j.B and then do the combo the dmg is 4026 and 4028dmg if you land with just j.C. Standing or Crouching Opponent Combos: CH 5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4059dmg 25% Heat 6A, 623B, 5C, 6C, 6D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4628dmg 25% Heat -Yeah, I think this is the highest damaging combo I've found with 236D without expending additional heat. 623B will whiff if 6A is a counter hit. 6A, 214B, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4127dmg 50% Heat -The only reason you would do this combo and use 50% heat is because you needed 214D to push them into the corner. 6A, C Mash (8 hits), 6C, 236D (2 hits), 623A, 236D (Last hit), 5C, 3C - 3751dmg 25% Heat -You have to do 5C as 5B (2 hits) will allow them to block the 5C after wards. No point in doing this combo but I thought I would add to show that Sekkajin does have another combo to it. Also, experimented with the 623A CH combo that was posted before and it can lead into this combo as well. CH 623A, 214D, 6C, 236D (2 hits), 623A, 236D (Last hit), 5B (2 hits), 5C, 3C - 4606dmg 50% heat -Preferably you want to the CH as an anti-air rather than a CH on the ground. If it's on the ground you have to be point blank with that CH or the 214D won't combo. 50% heat for 4606dmg into oki corner pressure from midscreen is not too shabby at all. So yeah those are just some of the few examples of how you can lead into that combo and get some pretty sexy results.
  23. That is a great find. It'll actually make Bang susceptible to more resets and better damage.
  24. Isn't that the best anti-everyone strategy.
  25. I suppose if you IB the hit before it and you are anticipating on the overhead. I'll have to ask the Rachel players I play against what their block strings with the overhead are like. I'm not sure what exactly chains into it. I think it's quite possible but the reaction timing seems pretty tight to me.
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